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-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code.meta7
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/CustomTypes.cs74
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-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor.meta7
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-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PhotonEditor.cs855
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PhotonEditor.cs.meta12
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-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PhotonUnityNetworking.Editor.asmdef13
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-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PhotonViewInspector.cs394
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-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/ReordableList.meta8
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-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/ServerSettingsInspector.cs322
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-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views.meta7
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views/MonoBehaviourPunEditor.cs40
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views/MonoBehaviourPunEditor.cs.meta11
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views/PhotonAnimatorViewEditor.cs295
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views/PhotonAnimatorViewEditor.cs.meta8
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views/PhotonRigidbody2DViewEditor.cs50
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-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views/PhotonTransformViewClassicEditor.cs412
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-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views/PhotonTransformViewEditor.cs72
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views/PhotonTransformViewEditor.cs.meta10
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/help.pngbin0 -> 3379 bytes
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/help.png.meta45
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Enums.cs94
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Enums.cs.meta12
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Interfaces.meta8
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Interfaces/IPhotonViewCallbacks.cs50
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Interfaces/IPhotonViewCallbacks.cs.meta11
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Interfaces/IPunCallbacks.cs141
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-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonHandler.cs401
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonHandler.cs.meta12
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonNetwork.cs3312
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonNetwork.cs.meta12
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonNetworkPart.cs2559
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonNetworkPart.cs.meta8
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonStreamQueue.cs197
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonStreamQueue.cs.meta8
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonUnityNetworking.asmdef10
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonUnityNetworking.asmdef.meta8
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonView.cs826
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonView.cs.meta16
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PunClasses.cs974
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PunClasses.cs.meta12
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/ServerSettings.cs100
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/ServerSettings.cs.meta12
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Utilities.meta8
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Utilities/NestedComponentUtilities.cs494
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Utilities/NestedComponentUtilities.cs.meta11
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Views.meta5
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Views/PhotonAnimatorView.cs572
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Views/PhotonAnimatorView.cs.meta8
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Views/PhotonRigidbody2DView.cs111
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Views/PhotonRigidbody2DView.cs.meta8
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Views/PhotonRigidbodyView.cs112
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Views/PhotonRigidbodyView.cs.meta8
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Views/PhotonTransformView.cs194
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Views/PhotonTransformView.cs.meta10
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Views/PhotonTransformViewClassic.cs557
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Views/PhotonTransformViewClassic.cs.meta10
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos.meta7
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids.meta9
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Materials.meta9
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Materials/FlyerAsteroid.mat153
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-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Materials/FlyerPlayership.mat149
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-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Materials/ParticleAfterburner.mat40
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-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Materials/WhiteSmooth.mat174
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Materials/WhiteSmooth.mat.meta8
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Materials/WhiteUnlit.mat180
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Materials/WhiteUnlit.mat.meta8
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Models.meta9
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Models/Asteroid01.fbxbin0 -> 23152 bytes
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Models/Asteroid01.fbx.meta76
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Models/FlyerAsteroidB.fbxbin0 -> 25408 bytes
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Models/FlyerAsteroidB.fbx.meta76
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Models/LaserBolt.fbxbin0 -> 18560 bytes
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Models/LaserBolt.fbx.meta76
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Models/Materials.meta9
-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Models/Materials/Asteroid.mat138
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-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Models/Materials/SpaceshipGlow.mat138
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-rw-r--r--Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Prefabs.meta9
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code.meta
new file mode 100644
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+fileFormatVersion: 2
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/CustomTypes.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/CustomTypes.cs
new file mode 100644
index 0000000..3a6b993
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/CustomTypes.cs
@@ -0,0 +1,74 @@
+// ----------------------------------------------------------------------------
+// <copyright file="CustomTypes.cs" company="Exit Games GmbH">
+// PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH
+// </copyright>
+// <summary>
+// Sets up support for Unity-specific types. Can be a blueprint how to register your own Custom Types for sending.
+// </summary>
+// <author>developer@exitgames.com</author>
+// ----------------------------------------------------------------------------
+
+
+namespace Photon.Pun
+{
+ using UnityEngine;
+ using Photon.Realtime;
+ using ExitGames.Client.Photon;
+
+
+ /// <summary>
+ /// Internally used class, containing de/serialization method for PUN specific classes.
+ /// </summary>
+ internal static class CustomTypes
+ {
+ /// <summary>Register de/serializer methods for PUN specific types. Makes the type usable in RaiseEvent, RPC and sync updates of PhotonViews.</summary>
+ internal static void Register()
+ {
+ PhotonPeer.RegisterType(typeof(Player), (byte) 'P', SerializePhotonPlayer, DeserializePhotonPlayer);
+ }
+
+
+ #region Custom De/Serializer Methods
+
+ public static readonly byte[] memPlayer = new byte[4];
+
+ private static short SerializePhotonPlayer(StreamBuffer outStream, object customobject)
+ {
+ int ID = ((Player) customobject).ActorNumber;
+
+ lock (memPlayer)
+ {
+ byte[] bytes = memPlayer;
+ int off = 0;
+ Protocol.Serialize(ID, bytes, ref off);
+ outStream.Write(bytes, 0, 4);
+ return 4;
+ }
+ }
+
+ private static object DeserializePhotonPlayer(StreamBuffer inStream, short length)
+ {
+ if (length != 4)
+ {
+ return null;
+ }
+
+ int ID;
+ lock (memPlayer)
+ {
+ inStream.Read(memPlayer, 0, length);
+ int off = 0;
+ Protocol.Deserialize(out ID, memPlayer, ref off);
+ }
+
+ if (PhotonNetwork.CurrentRoom != null)
+ {
+ Player player = PhotonNetwork.CurrentRoom.GetPlayer(ID);
+ return player;
+ }
+ return null;
+ }
+
+ #endregion
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/CustomTypes.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/CustomTypes.cs.meta
new file mode 100644
index 0000000..82e3a5c
--- /dev/null
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@@ -0,0 +1,12 @@
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+guid: ab517bd36a2b2504b83979fcad45d4a2
+labels:
+- ExitGames
+- PUN
+- Photon
+- Networking
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
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new file mode 100644
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+ enableMipMap: 0
+ sRGBTexture: 0
+ linearTexture: 0
+ fadeOut: 0
+ borderMipMap: 0
+ mipMapsPreserveCoverage: 0
+ alphaTestReferenceValue: 0.5
+ mipMapFadeDistanceStart: 1
+ mipMapFadeDistanceEnd: 3
+ bumpmap:
+ convertToNormalMap: 0
+ externalNormalMap: 0
+ heightScale: 0.25
+ normalMapFilter: 0
+ isReadable: 0
+ grayScaleToAlpha: 0
+ generateCubemap: 6
+ cubemapConvolution: 0
+ seamlessCubemap: 0
+ textureFormat: 1
+ maxTextureSize: 2048
+ textureSettings:
+ serializedVersion: 2
+ filterMode: -1
+ aniso: 1
+ mipBias: -1
+ wrapU: 1
+ wrapV: 1
+ wrapW: -1
+ nPOTScale: 0
+ lightmap: 0
+ compressionQuality: 50
+ spriteMode: 0
+ spriteExtrude: 1
+ spriteMeshType: 1
+ alignment: 0
+ spritePivot: {x: 0.5, y: 0.5}
+ spritePixelsToUnits: 100
+ spriteBorder: {x: 0, y: 0, z: 0, w: 0}
+ spriteGenerateFallbackPhysicsShape: 1
+ alphaUsage: 1
+ alphaIsTransparency: 1
+ spriteTessellationDetail: -1
+ textureType: 2
+ textureShape: 1
+ maxTextureSizeSet: 0
+ compressionQualitySet: 0
+ textureFormatSet: 0
+ platformSettings:
+ - buildTarget: DefaultTexturePlatform
+ maxTextureSize: 32
+ resizeAlgorithm: 0
+ textureFormat: -1
+ textureCompression: 1
+ compressionQuality: 50
+ crunchedCompression: 0
+ allowsAlphaSplitting: 0
+ overridden: 0
+ androidETC2FallbackOverride: 0
+ - buildTarget: Standalone
+ maxTextureSize: 32
+ resizeAlgorithm: 0
+ textureFormat: -1
+ textureCompression: 1
+ compressionQuality: 50
+ crunchedCompression: 0
+ allowsAlphaSplitting: 0
+ overridden: 0
+ androidETC2FallbackOverride: 0
+ - buildTarget: iPhone
+ maxTextureSize: 32
+ resizeAlgorithm: 0
+ textureFormat: -1
+ textureCompression: 1
+ compressionQuality: 50
+ crunchedCompression: 0
+ allowsAlphaSplitting: 0
+ overridden: 0
+ androidETC2FallbackOverride: 0
+ - buildTarget: Android
+ maxTextureSize: 32
+ resizeAlgorithm: 0
+ textureFormat: -1
+ textureCompression: 1
+ compressionQuality: 50
+ crunchedCompression: 0
+ allowsAlphaSplitting: 0
+ overridden: 0
+ androidETC2FallbackOverride: 0
+ - buildTarget: WebGL
+ maxTextureSize: 32
+ resizeAlgorithm: 0
+ textureFormat: -1
+ textureCompression: 1
+ compressionQuality: 50
+ crunchedCompression: 0
+ allowsAlphaSplitting: 0
+ overridden: 0
+ androidETC2FallbackOverride: 0
+ spriteSheet:
+ serializedVersion: 2
+ sprites: []
+ outline: []
+ physicsShape: []
+ spritePackingTag:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PhotonEditor.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PhotonEditor.cs
new file mode 100644
index 0000000..a89eaaa
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PhotonEditor.cs
@@ -0,0 +1,855 @@
+// ----------------------------------------------------------------------------
+// <copyright file="PhotonEditor.cs" company="Exit Games GmbH">
+// PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH
+// </copyright>
+// <summary>
+// MenuItems and in-Editor scripts for PhotonNetwork.
+// </summary>
+// <author>developer@exitgames.com</author>
+// ----------------------------------------------------------------------------
+
+
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using System.Reflection;
+
+using UnityEditor;
+using UnityEditor.Callbacks;
+using UnityEditor.Compilation;
+using UnityEngine;
+
+namespace Photon.Pun
+{
+ using Realtime;
+
+
+ public class PunWizardText
+ {
+ public string WindowTitle = "PUN Wizard";
+ public string SetupWizardWarningTitle = "Warning";
+ public string SetupWizardWarningMessage = "You have not yet run the Photon setup wizard! Your game won't be able to connect. See Windows -> Photon Unity Networking.";
+ public string MainMenuButton = "Main Menu";
+ public string SetupWizardTitle = "PUN Setup";
+ public string SetupWizardInfo = "Thanks for importing Photon Unity Networking.\nThis window should set you up.\n\n<b>-</b> To use an existing Photon Cloud App, enter your AppId.\n<b>-</b> To register an account or access an existing one, enter the account's mail address.\n<b>-</b> To use Photon OnPremise, skip this step.";
+ public string EmailOrAppIdLabel = "AppId or Email";
+ public string AlreadyRegisteredInfo = "The email is registered so we can't fetch your AppId (without password).\n\nPlease login online to get your AppId and paste it above.";
+ public string SkipRegistrationInfo = "Skipping? No problem:\nEdit your server settings in the PhotonServerSettings file.";
+ public string RegisteredNewAccountInfo = "We created a (free) account and fetched you an AppId.\nWelcome. Your PUN project is setup.";
+ public string AppliedToSettingsInfo = "Your AppId is now applied to this project.";
+ public string SetupCompleteInfo = "<b>Done!</b>\nAll connection settings can be edited in the <b>PhotonServerSettings</b> now.\nHave a look.";
+ public string CloseWindowButton = "Close";
+ public string SkipButton = "Skip";
+ public string SetupButton = "Setup Project";
+ public string CancelButton = "Cancel";
+ public string PUNWizardLabel = "PUN Wizard";
+ public string SettingsButton = "Settings:";
+ public string SetupServerCloudLabel = "Setup wizard for setting up your own server or the cloud.";
+ public string WarningPhotonDisconnect = "Disconnecting PUN due to recompile. Exit PlayMode.";
+ public string StartButton = "Start";
+ public string LocateSettingsButton = "Locate PhotonServerSettings";
+ public string SettingsHighlightLabel = "Highlights the used photon settings file in the project.";
+ public string DocumentationLabel = "Documentation:";
+ public string OpenPDFText = "Reference PDF";
+ public string OpenPDFTooltip = "Opens the local documentation pdf.";
+ public string OpenDevNetText = "Doc Pages / Manual";
+ public string OpenDevNetTooltip = "Online documentation for Photon.";
+ public string OpenCloudDashboardText = "Cloud Dashboard Login";
+ public string OpenCloudDashboardTooltip = "Review Cloud App information and statistics.";
+ public string OpenForumText = "Open Forum";
+ public string OpenForumTooltip = "Online support for Photon.";
+ public string OkButton = "Ok";
+ public string OwnHostCloudCompareLabel = "How 'my own host' compares to 'cloud'.";
+ public string ComparisonPageButton = "Cloud versus OnPremise";
+ public string ConnectionTitle = "Connecting";
+ public string ConnectionInfo = "Connecting to the account service...";
+ public string ErrorTextTitle = "Error";
+ public string IncorrectRPCListTitle = "Warning: RPC-list becoming incompatible!";
+ public string IncorrectRPCListLabel = "Your project's RPC-list is full, so we can't add some RPCs just compiled.\n\nBy removing outdated RPCs, the list will be long enough but incompatible with older client builds!\n\nMake sure you change the game version where you use PhotonNetwork.ConnectUsingSettings().";
+ public string RemoveOutdatedRPCsLabel = "Remove outdated RPCs";
+ public string FullRPCListTitle = "Warning: RPC-list is full!";
+ public string FullRPCListLabel = "Your project's RPC-list is too long for PUN.\n\nYou can change PUN's source to use short-typed RPC index. Look for comments 'LIMITS RPC COUNT'\n\nAlternatively, remove some RPC methods (use more parameters per RPC maybe).\n\nAfter a RPC-list refresh, make sure you change the game version where you use PhotonNetwork.ConnectUsingSettings().";
+ public string SkipRPCListUpdateLabel = "Skip RPC-list update";
+ public string PUNNameReplaceTitle = "Warning: RPC-list Compatibility";
+ public string PUNNameReplaceLabel = "PUN replaces RPC names with numbers by using the RPC-list. All clients must use the same list for that.\n\nClearing it most likely makes your client incompatible with previous versions! Change your game version or make sure the RPC-list matches other clients.";
+ public string RPCListCleared = "Clear RPC-list";
+ public string ServerSettingsCleanedWarning = "Cleared the PhotonServerSettings.RpcList, which breaks compatibility with older builds. You should update the \"App Version\" in the PhotonServerSettings to avoid issues.";
+ public string WizardMainWindowInfo = "This window should help you find important settings for PUN, as well as documentation.";
+ }
+
+
+ public class PhotonEditor : EditorWindow
+ {
+ protected static Type WindowType = typeof(PhotonEditor);
+
+ protected Vector2 scrollPos = Vector2.zero;
+
+ private readonly Vector2 preferredSize = new Vector2(350, 400);
+
+ private static Texture2D BackgroundImage;
+
+ public static PunWizardText CurrentLang = new PunWizardText();
+
+ /// <summary>
+ /// third parties custom token
+ /// </summary>
+ public static string CustomToken = null;
+
+ /// <summary>
+ /// third parties custom context
+ /// </summary>
+ public static string CustomContext = null;
+
+ protected static string DocumentationLocation = "Assets/Photon/PhotonNetworking-Documentation.pdf";
+
+ protected static string UrlFreeLicense = "https://dashboard.photonengine.com/en-US/SelfHosted";
+
+ public const string UrlDevNet = "https://doc.photonengine.com/en-us/pun/v2";
+
+ protected static string UrlForum = "https://forum.photonengine.com";
+
+ protected static string UrlCompare = "https://doc.photonengine.com/en-us/realtime/current/getting-started/onpremise-or-saas";
+
+ protected static string UrlHowToSetup = "https://doc.photonengine.com/en-us/onpremise/current/getting-started/photon-server-in-5min";
+
+ protected static string UrlAppIDExplained = "https://doc.photonengine.com/en-us/realtime/current/getting-started/obtain-your-app-id";
+
+ public const string UrlCloudDashboard = "https://dashboard.photonengine.com/en-US/account/signin?email=";
+
+ public const string UrlPunSettings = "https://doc.photonengine.com/en-us/pun/v2/getting-started/initial-setup"; // the SeverSettings class has this url directly in it's HelpURL attribute.
+
+ private enum PhotonSetupStates
+ {
+ MainUi,
+
+ RegisterForPhotonCloud,
+
+ EmailAlreadyRegistered,
+
+ GoEditPhotonServerSettings,
+
+ EmailRegistrationPending
+ }
+
+ private bool isSetupWizard = false;
+
+ private PhotonSetupStates photonSetupState = PhotonSetupStates.RegisterForPhotonCloud;
+
+
+ private bool minimumInput = false;
+ private bool useMail = false;
+ private bool useAppId = false;
+ private bool useSkip = false;
+ private bool highlightedSettings = false;
+ private bool close = false;
+ private string mailOrAppId = string.Empty;
+
+
+ private static double lastWarning = 0;
+ private static bool postInspectorUpdate;
+
+
+
+ [MenuItem("Window/Photon Unity Networking/PUN Wizard &p", false, 0)]
+ protected static void MenuItemOpenWizard()
+ {
+ PhotonEditor win = GetWindow<PhotonEditor>(false, CurrentLang.WindowTitle, true);
+ if (win == null)
+ {
+ return;
+ }
+ win.photonSetupState = PhotonSetupStates.MainUi;
+ win.isSetupWizard = false;
+ }
+
+ [MenuItem("Window/Photon Unity Networking/Highlight Server Settings %#&p", false, 1)]
+ protected static void MenuItemHighlightSettings()
+ {
+ HighlightSettings();
+ }
+
+
+
+ [UnityEditor.InitializeOnLoadMethod]
+ public static void InitializeOnLoadMethod()
+ {
+ //Debug.Log("InitializeOnLoadMethod()");
+ EditorApplication.delayCall += OnDelayCall;
+ }
+
+
+ // used to register for various events (post-load)
+ private static void OnDelayCall()
+ {
+ //Debug.Log("OnDelayCall()");
+
+ postInspectorUpdate = true;
+
+ EditorApplication.playModeStateChanged -= PlayModeStateChanged;
+ EditorApplication.playModeStateChanged += PlayModeStateChanged;
+
+ #if UNITY_2021_1_OR_NEWER
+ CompilationPipeline.compilationStarted -= OnCompileStarted21;
+ CompilationPipeline.compilationStarted += OnCompileStarted21;
+ #else
+ CompilationPipeline.assemblyCompilationStarted -= OnCompileStarted;
+ CompilationPipeline.assemblyCompilationStarted += OnCompileStarted;
+ #endif
+
+ #if (UNITY_2018 || UNITY_2018_1_OR_NEWER)
+ EditorApplication.projectChanged -= OnProjectChanged;
+ EditorApplication.projectChanged += OnProjectChanged;
+ #else
+ EditorApplication.projectWindowChanged -= OnProjectChanged;
+ EditorApplication.projectWindowChanged += OnProjectChanged;
+ #endif
+
+
+ if (!EditorApplication.isPlaying && !EditorApplication.isPlayingOrWillChangePlaymode)
+ {
+ OnProjectChanged(); // call this initially from here, as the project change events happened earlier (on start of the Editor)
+ PhotonEditor.UpdateRpcList();
+ }
+ }
+
+
+
+ // called in editor, opens wizard for initial setup, keeps scene PhotonViews up to date and closes connections when compiling (to avoid issues)
+ private static void OnProjectChanged()
+ {
+ PhotonEditorUtils.ProjectChangedWasCalled = true;
+
+
+ // Prevent issues with Unity Cloud Builds where ServerSettings are not found.
+ // Also, within the context of a Unity Cloud Build, ServerSettings is already present anyway.
+ #if UNITY_CLOUD_BUILD
+ return;
+ #endif
+
+ if (PhotonNetwork.PhotonServerSettings == null || PhotonNetwork.PhotonServerSettings.AppSettings == null || string.IsNullOrEmpty(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdRealtime))
+ {
+ PhotonNetwork.LoadOrCreateSettings(true);
+ }
+
+ if (PhotonNetwork.PhotonServerSettings == null)
+ {
+ // the PhotonServerSettings are loaded or created. If both fails, the Editor should probably not run (anymore).
+ return;
+ }
+
+ PunSceneSettings.SanitizeSceneSettings();
+
+
+ // serverSetting is null when the file gets deleted. otherwise, the wizard should only run once and only if hosting option is not (yet) set
+ if (!PhotonNetwork.PhotonServerSettings.DisableAutoOpenWizard)
+ {
+ ShowRegistrationWizard();
+ PhotonNetwork.PhotonServerSettings.DisableAutoOpenWizard = true;
+ PhotonEditor.SaveSettings();
+ }
+ }
+
+
+ #if UNITY_2021_1_OR_NEWER
+ private static void OnCompileStarted21(object obj)
+ {
+ OnCompileStarted(obj as string);
+ }
+ #endif
+
+ private static void OnCompileStarted(string obj)
+ {
+ if (PhotonNetwork.IsConnected)
+ {
+ // log warning, unless there was one recently
+ if (EditorApplication.timeSinceStartup - lastWarning > 3)
+ {
+ Debug.LogWarning(CurrentLang.WarningPhotonDisconnect);
+ lastWarning = EditorApplication.timeSinceStartup;
+ }
+
+ PhotonNetwork.Disconnect();
+ PhotonNetwork.NetworkingClient.LoadBalancingPeer.DispatchIncomingCommands();
+ #if UNITY_2019_4_OR_NEWER && UNITY_EDITOR
+ EditorApplication.ExitPlaymode();
+ #endif
+ }
+ }
+
+
+ [DidReloadScripts]
+ private static void OnDidReloadScripts()
+ {
+ //Debug.Log("OnDidReloadScripts() postInspectorUpdate: "+postInspectorUpdate + " isPlayingOrWillChangePlaymode: "+EditorApplication.isPlayingOrWillChangePlaymode);
+ if (postInspectorUpdate && !EditorApplication.isPlayingOrWillChangePlaymode)
+ {
+ PhotonEditor.UpdateRpcList(); // could be called when compilation finished (instead of when reload / compile starts)
+ }
+ }
+
+ private static void PlayModeStateChanged(PlayModeStateChange state)
+ {
+ //Debug.Log("PlayModeStateChanged");
+ if (EditorApplication.isPlaying || !EditorApplication.isPlayingOrWillChangePlaymode)
+ {
+ return;
+ }
+
+ if (string.IsNullOrEmpty(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdRealtime) && !PhotonNetwork.PhotonServerSettings.AppSettings.IsMasterServerAddress)
+ {
+ EditorUtility.DisplayDialog(CurrentLang.SetupWizardWarningTitle, CurrentLang.SetupWizardWarningMessage, CurrentLang.OkButton);
+ }
+ }
+
+
+ #region GUI and Wizard
+
+
+ // setup per window
+ public PhotonEditor()
+ {
+ this.minSize = this.preferredSize;
+ }
+
+ protected void Awake()
+ {
+ // check if some appid is set. if so, we can avoid registration calls.
+ if (PhotonNetwork.PhotonServerSettings != null && PhotonNetwork.PhotonServerSettings.AppSettings != null && !string.IsNullOrEmpty(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdRealtime))
+ {
+ this.mailOrAppId = PhotonNetwork.PhotonServerSettings.AppSettings.AppIdRealtime;
+ }
+ }
+
+ /// <summary>Creates an Editor window, showing the cloud-registration wizard for Photon (entry point to setup PUN).</summary>
+ protected static void ShowRegistrationWizard()
+ {
+ PhotonEditor win = GetWindow(WindowType, false, CurrentLang.WindowTitle, true) as PhotonEditor;
+ if (win == null)
+ {
+ return;
+ }
+
+ win.photonSetupState = PhotonSetupStates.RegisterForPhotonCloud;
+ win.isSetupWizard = true;
+ }
+
+ // Window Update() callback. On-demand, when Window is open
+ protected void Update()
+ {
+ if (this.close)
+ {
+ this.Close();
+ }
+ }
+
+ protected virtual void OnGUI()
+ {
+ if (BackgroundImage == null)
+ {
+ string[] paths = AssetDatabase.FindAssets("PunGradient t:Texture2D");
+ if (paths != null && paths.Length > 0)
+ {
+ BackgroundImage = AssetDatabase.LoadAssetAtPath<Texture2D>(AssetDatabase.GUIDToAssetPath(paths[0]));
+ }
+ }
+
+ PhotonSetupStates oldGuiState = this.photonSetupState; // used to fix an annoying Editor input field issue: wont refresh until focus is changed.
+
+ GUI.SetNextControlName(string.Empty);
+ this.scrollPos = GUILayout.BeginScrollView(this.scrollPos);
+
+
+ if (this.photonSetupState == PhotonSetupStates.MainUi)
+ {
+ this.UiMainWizard();
+ }
+ else
+ {
+ EditorGUI.BeginDisabledGroup(this.photonSetupState == PhotonSetupStates.EmailRegistrationPending);
+ this.UiSetupApp();
+ EditorGUI.EndDisabledGroup();
+ }
+
+
+ GUILayout.EndScrollView();
+
+ if (oldGuiState != this.photonSetupState)
+ {
+ GUI.FocusControl(string.Empty);
+ }
+ }
+
+ private string emailSentToAccount;
+ private bool emailSentToAccountIsRegistered;
+
+
+ protected virtual void UiSetupApp()
+ {
+ GUI.skin.label.wordWrap = true;
+ if (!this.isSetupWizard)
+ {
+ GUILayout.BeginHorizontal();
+ GUILayout.FlexibleSpace();
+ if (GUILayout.Button(CurrentLang.MainMenuButton, GUILayout.ExpandWidth(false)))
+ {
+ this.photonSetupState = PhotonSetupStates.MainUi;
+ }
+
+ GUILayout.EndHorizontal();
+ }
+
+
+ // setup header
+ this.UiTitleBox(CurrentLang.SetupWizardTitle, BackgroundImage);
+
+ // setup info text
+ GUI.skin.label.richText = true;
+ GUILayout.Label(CurrentLang.SetupWizardInfo);
+
+ // input of appid or mail
+ EditorGUILayout.Separator();
+ GUILayout.Label(CurrentLang.EmailOrAppIdLabel);
+ this.minimumInput = false;
+ this.useMail = false;
+ this.useAppId = false;
+ this.mailOrAppId = EditorGUILayout.TextField(this.mailOrAppId);
+ if (!string.IsNullOrEmpty(this.mailOrAppId))
+ {
+ this.mailOrAppId = this.mailOrAppId.Trim(); // note: we trim all input
+ if (AccountService.IsValidEmail(this.mailOrAppId))
+ {
+ // input should be a mail address
+ this.useMail = true;
+
+ // check if the current input equals earlier input, which is known to be registered already
+ this.minimumInput = !this.mailOrAppId.Equals(this.emailSentToAccount) || !this.emailSentToAccountIsRegistered;
+ }
+ else if (ServerSettings.IsAppId(this.mailOrAppId))
+ {
+ // this should be an appId
+ this.minimumInput = true;
+ this.useAppId = true;
+ }
+ }
+
+ // button to skip setup
+ GUILayout.BeginHorizontal();
+ GUILayout.FlexibleSpace();
+ if (GUILayout.Button(CurrentLang.SkipButton, GUILayout.Width(100)))
+ {
+ this.photonSetupState = PhotonSetupStates.GoEditPhotonServerSettings;
+ this.useSkip = true;
+ this.useMail = false;
+ this.useAppId = false;
+ }
+
+ // SETUP button
+ EditorGUI.BeginDisabledGroup(!this.minimumInput);
+ if (GUILayout.Button(CurrentLang.SetupButton, GUILayout.Width(100)))
+ {
+ this.useSkip = false;
+ GUIUtility.keyboardControl = 0;
+ if (this.useMail)
+ {
+ this.RegisterWithEmail(this.mailOrAppId); // sets state
+ }
+ else if (this.useAppId)
+ {
+ this.photonSetupState = PhotonSetupStates.GoEditPhotonServerSettings;
+ Undo.RecordObject(PhotonNetwork.PhotonServerSettings, "Update PhotonServerSettings for PUN");
+ PhotonNetwork.PhotonServerSettings.UseCloud(this.mailOrAppId);
+ PhotonEditor.SaveSettings();
+ }
+ }
+ EditorGUI.EndDisabledGroup();
+ GUILayout.FlexibleSpace();
+ GUILayout.EndHorizontal();
+
+
+ // existing account needs to fetch AppId online
+ if (this.photonSetupState == PhotonSetupStates.EmailAlreadyRegistered)
+ {
+ // button to open dashboard and get the AppId
+ GUILayout.Space(15);
+ GUILayout.Label(CurrentLang.AlreadyRegisteredInfo);
+
+
+ GUILayout.BeginHorizontal();
+ GUILayout.FlexibleSpace();
+ if (GUILayout.Button(new GUIContent(CurrentLang.OpenCloudDashboardText, CurrentLang.OpenCloudDashboardTooltip), GUILayout.Width(205)))
+ {
+ Application.OpenURL(string.Concat(UrlCloudDashboard, Uri.EscapeUriString(this.mailOrAppId)));
+ this.mailOrAppId = string.Empty;
+ }
+ GUILayout.FlexibleSpace();
+ GUILayout.EndHorizontal();
+ }
+
+
+ else if (this.photonSetupState == PhotonSetupStates.GoEditPhotonServerSettings)
+ {
+ if (!this.highlightedSettings)
+ {
+ this.highlightedSettings = true;
+ HighlightSettings();
+ }
+
+ GUILayout.Space(15);
+ if (this.useSkip)
+ {
+ GUILayout.Label(CurrentLang.SkipRegistrationInfo);
+ }
+ else if (this.useMail)
+ {
+ GUILayout.Label(CurrentLang.RegisteredNewAccountInfo);
+ }
+ else if (this.useAppId)
+ {
+ GUILayout.Label(CurrentLang.AppliedToSettingsInfo);
+ }
+
+
+ // setup-complete info
+ GUILayout.Space(15);
+ GUILayout.Label(CurrentLang.SetupCompleteInfo);
+
+
+ // close window (done)
+ GUILayout.BeginHorizontal();
+ GUILayout.FlexibleSpace();
+ if (GUILayout.Button(CurrentLang.CloseWindowButton, GUILayout.Width(205)))
+ {
+ this.close = true;
+ }
+ GUILayout.FlexibleSpace();
+ GUILayout.EndHorizontal();
+ }
+ GUI.skin.label.richText = false;
+ }
+
+ private void UiTitleBox(string title, Texture2D bgIcon)
+ {
+ GUIStyle bgStyle = EditorGUIUtility.isProSkin ? new GUIStyle(GUI.skin.GetStyle("Label")) : new GUIStyle(GUI.skin.GetStyle("WhiteLabel"));
+ bgStyle.padding = new RectOffset(10, 10, 10, 10);
+ bgStyle.fontSize = 22;
+ bgStyle.fontStyle = FontStyle.Bold;
+ if (bgIcon != null)
+ {
+ bgStyle.normal.background = bgIcon;
+ }
+
+ EditorGUILayout.BeginHorizontal();
+ GUILayout.FlexibleSpace();
+ EditorGUILayout.EndHorizontal();
+ Rect scale = GUILayoutUtility.GetLastRect();
+ scale.height = 44;
+
+ GUI.Label(scale, title, bgStyle);
+ GUILayout.Space(scale.height + 5);
+ }
+
+ protected virtual void UiMainWizard()
+ {
+ GUILayout.Space(15);
+
+ // title
+ this.UiTitleBox(CurrentLang.PUNWizardLabel, BackgroundImage);
+
+ EditorGUILayout.BeginVertical(new GUIStyle() { padding = new RectOffset(10, 10, 10, 10) });
+
+ // wizard info text
+ GUILayout.Label(CurrentLang.WizardMainWindowInfo, new GUIStyle("Label") { wordWrap = true });
+ GUILayout.Space(15);
+
+
+ // settings button
+ GUILayout.Label(CurrentLang.SettingsButton, EditorStyles.boldLabel);
+
+ if (GUILayout.Button(new GUIContent(CurrentLang.LocateSettingsButton, CurrentLang.SettingsHighlightLabel)))
+ {
+ HighlightSettings();
+ }
+ if (GUILayout.Button(new GUIContent(CurrentLang.OpenCloudDashboardText, CurrentLang.OpenCloudDashboardTooltip)))
+ {
+ Application.OpenURL(UrlCloudDashboard + Uri.EscapeUriString(this.mailOrAppId));
+ }
+ if (GUILayout.Button(new GUIContent(CurrentLang.SetupButton, CurrentLang.SetupServerCloudLabel)))
+ {
+ this.photonSetupState = PhotonSetupStates.RegisterForPhotonCloud;
+ }
+
+ GUILayout.Space(15);
+
+
+ // documentation
+ GUILayout.Label(CurrentLang.DocumentationLabel, EditorStyles.boldLabel);
+
+ if (GUILayout.Button(new GUIContent(CurrentLang.OpenPDFText, CurrentLang.OpenPDFTooltip)))
+ {
+ EditorUtility.OpenWithDefaultApp(DocumentationLocation);
+ }
+
+ if (GUILayout.Button(new GUIContent(CurrentLang.OpenDevNetText, CurrentLang.OpenDevNetTooltip)))
+ {
+ Application.OpenURL(UrlDevNet);
+ }
+
+ GUI.skin.label.wordWrap = true;
+ GUILayout.Label(CurrentLang.OwnHostCloudCompareLabel);
+ if (GUILayout.Button(CurrentLang.ComparisonPageButton))
+ {
+ Application.OpenURL(UrlCompare);
+ }
+
+
+ if (GUILayout.Button(new GUIContent(CurrentLang.OpenForumText, CurrentLang.OpenForumTooltip)))
+ {
+ Application.OpenURL(UrlForum);
+ }
+
+ GUILayout.EndVertical();
+
+ }
+
+ #endregion
+
+
+ private AccountService serviceClient;
+ protected virtual void RegisterWithEmail(string email)
+ {
+ List<ServiceTypes> types = new List<ServiceTypes>();
+ types.Add(ServiceTypes.Pun);
+ if (PhotonEditorUtils.HasChat)
+ {
+ types.Add(ServiceTypes.Chat);
+ }
+ if (PhotonEditorUtils.HasVoice)
+ {
+ types.Add(ServiceTypes.Voice);
+ }
+
+
+ if (this.serviceClient == null)
+ {
+ this.serviceClient = new AccountService();
+ this.serviceClient.CustomToken = CustomToken;
+ this.serviceClient.CustomContext = CustomContext;
+ }
+ else
+ {
+ // while RegisterByEmail will check RequestPendingResult below, it would also display an error message. no needed in this case
+ if (this.serviceClient.RequestPendingResult)
+ {
+ Debug.LogWarning("Registration request is pending a response. Please wait.");
+ return;
+ }
+ }
+
+ this.emailSentToAccount = email;
+ this.emailSentToAccountIsRegistered = false;
+
+ if (this.serviceClient.RegisterByEmail(email, types, RegisterWithEmailSuccessCallback, RegisterWithEmailErrorCallback, "PUN"+PhotonNetwork.PunVersion))
+ {
+ this.photonSetupState = PhotonSetupStates.EmailRegistrationPending;
+ EditorUtility.DisplayProgressBar(CurrentLang.ConnectionTitle, CurrentLang.ConnectionInfo, 0.5f);
+ }
+ else
+ {
+ this.DisplayErrorMessage("Email registration request could not be sent. Retry again or check error logs and contact support.");
+ }
+ }
+
+ private void RegisterWithEmailSuccessCallback(AccountServiceResponse res)
+ {
+ EditorUtility.ClearProgressBar();
+ this.emailSentToAccountIsRegistered = true; // email is either registered now, or was already
+
+ if (res.ReturnCode == AccountServiceReturnCodes.Success)
+ {
+ string key = ((int) ServiceTypes.Pun).ToString();
+ string appId;
+ if (res.ApplicationIds.TryGetValue(key, out appId))
+ {
+ this.mailOrAppId = appId;
+ PhotonNetwork.PhotonServerSettings.UseCloud(this.mailOrAppId, null);
+ key = ((int) ServiceTypes.Chat).ToString();
+ if (res.ApplicationIds.TryGetValue(key, out appId))
+ {
+ PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat = appId;
+ }
+ else if (PhotonEditorUtils.HasChat)
+ {
+ Debug.LogWarning("Registration successful but no Chat AppId returned");
+ }
+ key = ((int) ServiceTypes.Voice).ToString();
+ if (res.ApplicationIds.TryGetValue(key, out appId))
+ {
+ PhotonNetwork.PhotonServerSettings.AppSettings.AppIdVoice = appId;
+ }
+ else if (PhotonEditorUtils.HasVoice)
+ {
+ Debug.LogWarning("Registration successful but no Voice AppId returned");
+ }
+ PhotonEditor.SaveSettings();
+ this.photonSetupState = PhotonSetupStates.GoEditPhotonServerSettings;
+ }
+ else
+ {
+ DisplayErrorMessage("Registration successful but no PUN AppId returned");
+ }
+ }
+ else
+ {
+ PhotonEditor.SaveSettings();
+
+ if (res.ReturnCode == AccountServiceReturnCodes.EmailAlreadyRegistered)
+ {
+ this.photonSetupState = PhotonSetupStates.EmailAlreadyRegistered;
+ }
+ else
+ {
+ DisplayErrorMessage(res.Message);
+ }
+ }
+ }
+
+ private void RegisterWithEmailErrorCallback(string error)
+ {
+ EditorUtility.ClearProgressBar();
+ DisplayErrorMessage(error);
+ }
+
+ private void DisplayErrorMessage(string error)
+ {
+ EditorUtility.DisplayDialog(CurrentLang.ErrorTextTitle, error, CurrentLang.OkButton);
+ this.photonSetupState = PhotonSetupStates.RegisterForPhotonCloud;
+ }
+
+ // Pings PhotonServerSettings and makes it selected (show in Inspector)
+ private static void HighlightSettings()
+ {
+ ServerSettings serverSettings = (ServerSettings)Resources.Load(PhotonNetwork.ServerSettingsFileName, typeof(ServerSettings));
+ Selection.objects = new UnityEngine.Object[] { serverSettings };
+ EditorGUIUtility.PingObject(serverSettings);
+ }
+
+ // Marks settings object as dirty, so it gets saved.
+ // unity 5.3 changes the usecase for SetDirty(). but here we don't modify a scene object! so it's ok to use
+ private static void SaveSettings()
+ {
+ EditorUtility.SetDirty(PhotonNetwork.PhotonServerSettings);
+ }
+
+ #region RPC List Handling
+
+
+ public static void UpdateRpcList()
+ {
+ //Debug.Log("UpdateRpcList()");
+
+ if (PhotonNetwork.PhotonServerSettings == null)
+ {
+ Debug.LogWarning("UpdateRpcList() wasn not able to access the PhotonServerSettings. Not updating the RPCs.");
+ return;
+ }
+
+
+ // check all "script assemblies" for methods with PunRPC attribute
+ List<string> additionalRpcs = new List<string>(); // not yet listed rpc-method names go here
+ List<string> allRpcs = new List<string>();
+
+
+ #if UNITY_2019_2_OR_NEWER
+
+ // we can make use of the new TypeCache to find methods with PunRPC attribute
+ var extractedMethods = TypeCache.GetMethodsWithAttribute<PunRPC>();
+ foreach (var methodInfo in extractedMethods)
+ {
+ allRpcs.Add(methodInfo.Name);
+ if (!PhotonNetwork.PhotonServerSettings.RpcList.Contains(methodInfo.Name) && !additionalRpcs.Contains(methodInfo.Name))
+ {
+ additionalRpcs.Add(methodInfo.Name);
+ }
+ }
+
+ #else
+
+ System.Reflection.Assembly[] assemblies = System.AppDomain.CurrentDomain.GetAssemblies().Where(a => !(a.ManifestModule is System.Reflection.Emit.ModuleBuilder)).ToArray();
+
+ foreach (var assembly in assemblies)
+ {
+ if (!assembly.Location.Contains("ScriptAssemblies") || assembly.FullName.StartsWith("Assembly-CSharp-Editor"))
+ {
+ continue;
+ }
+
+ var types = assembly.GetTypes().Where(t => t.IsSubclassOf(typeof(MonoBehaviour)));
+ var methodInfos = types.SelectMany(t => t.GetMethods(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance));
+ var methodNames = methodInfos.Where(m => m.IsDefined(typeof(PunRPC), false)).Select(mi => mi.Name).ToArray();
+ var additional = methodNames.Where(n => !PhotonNetwork.PhotonServerSettings.RpcList.Contains(n) && !additionalRpcs.Contains(n));
+
+ allRpcs.AddRange(methodNames);
+ additionalRpcs.AddRange(additional);
+ }
+
+ #endif
+
+
+ if (additionalRpcs.Count <= 0)
+ {
+ //Debug.Log("UpdateRPCs did not found new.");
+ return;
+ }
+
+
+ if (additionalRpcs.Count + PhotonNetwork.PhotonServerSettings.RpcList.Count >= byte.MaxValue)
+ {
+ if (allRpcs.Count <= byte.MaxValue)
+ {
+ bool clearList = EditorUtility.DisplayDialog(CurrentLang.IncorrectRPCListTitle, CurrentLang.IncorrectRPCListLabel, CurrentLang.RemoveOutdatedRPCsLabel, CurrentLang.CancelButton);
+ if (clearList)
+ {
+ PhotonNetwork.PhotonServerSettings.RpcList.Clear();
+ additionalRpcs = allRpcs.Distinct().ToList(); // we add all unique names
+ }
+ else
+ {
+ return;
+ }
+ }
+ else
+ {
+ EditorUtility.DisplayDialog(CurrentLang.FullRPCListTitle, CurrentLang.FullRPCListLabel, CurrentLang.SkipRPCListUpdateLabel);
+ return;
+ }
+ }
+
+
+ additionalRpcs.Sort();
+ Undo.RecordObject(PhotonNetwork.PhotonServerSettings, "RPC-list update of PUN.");
+ PhotonNetwork.PhotonServerSettings.RpcList.AddRange(additionalRpcs);
+ EditorUtility.SetDirty(PhotonNetwork.PhotonServerSettings);
+
+ //Debug.Log("Updated RPCs. Added: "+additionalRpcs.Count);
+ }
+
+
+ public static void ClearRpcList()
+ {
+ bool clearList = EditorUtility.DisplayDialog(CurrentLang.PUNNameReplaceTitle, CurrentLang.PUNNameReplaceLabel, CurrentLang.RPCListCleared, CurrentLang.CancelButton);
+ if (clearList)
+ {
+ ServerSettings serverSettings = PhotonNetwork.PhotonServerSettings;
+
+ Undo.RecordObject(serverSettings, "RPC-list cleared for PUN.");
+ serverSettings.RpcList.Clear();
+ EditorUtility.SetDirty(serverSettings);
+
+ Debug.LogWarning(CurrentLang.ServerSettingsCleanedWarning);
+ }
+ }
+
+ #endregion
+
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PhotonEditor.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PhotonEditor.cs.meta
new file mode 100644
index 0000000..beda65a
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PhotonEditor.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: dabbbed2a74eac44dac281f20d706ba8
+labels:
+- ExitGames
+- PUN
+- Photon
+- Networking
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PhotonGUI.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PhotonGUI.cs
new file mode 100644
index 0000000..54a6be2
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PhotonGUI.cs
@@ -0,0 +1,363 @@
+// ----------------------------------------------------------------------------
+// <copyright file="PhotonGUI.cs" company="Exit Games GmbH">
+// PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH
+// </copyright>
+// <summary>
+// GUI scripts for the Editor.
+// </summary>
+// <author>developer@exitgames.com</author>
+// ----------------------------------------------------------------------------
+
+
+using UnityEngine;
+using UnityEditor;
+
+namespace Photon.Pun
+{
+ public class PhotonGUI
+ {
+ #region Styles
+
+ static GUIStyle m_DefaultTitleStyle;
+
+ public static GUIStyle DefaultTitleStyle
+ {
+ get
+ {
+ if (m_DefaultTitleStyle == null)
+ {
+ m_DefaultTitleStyle = new GUIStyle();
+ m_DefaultTitleStyle.border = new RectOffset(2, 2, 2, 1);
+ m_DefaultTitleStyle.margin = new RectOffset(5, 5, 5, 0);
+ m_DefaultTitleStyle.padding = new RectOffset(5, 5, 0, 0);
+ m_DefaultTitleStyle.alignment = TextAnchor.MiddleLeft;
+ m_DefaultTitleStyle.normal.background = ReorderableListResources.texTitleBackground;
+ m_DefaultTitleStyle.normal.textColor = EditorGUIUtility.isProSkin
+ ? new Color(0.8f, 0.8f, 0.8f)
+ : new Color(0.2f, 0.2f, 0.2f);
+ }
+
+ return m_DefaultTitleStyle;
+ }
+ }
+
+ static GUIStyle m_DefaultContainerStyle;
+
+ public static GUIStyle DefaultContainerStyle
+ {
+ get
+ {
+ if (m_DefaultContainerStyle == null)
+ {
+ m_DefaultContainerStyle = new GUIStyle();
+ m_DefaultContainerStyle.border = new RectOffset(2, 2, 1, 2);
+ m_DefaultContainerStyle.margin = new RectOffset(5, 5, 5, 5);
+ m_DefaultContainerStyle.padding = new RectOffset(1, 1, 2, 2);
+ m_DefaultContainerStyle.normal.background = ReorderableListResources.texContainerBackground;
+ }
+
+ return m_DefaultContainerStyle;
+ }
+ }
+
+ static GUIStyle m_DefaultAddButtonStyle;
+
+ public static GUIStyle DefaultAddButtonStyle
+ {
+ get
+ {
+ if (m_DefaultAddButtonStyle == null)
+ {
+ m_DefaultAddButtonStyle = new GUIStyle();
+ m_DefaultAddButtonStyle.fixedWidth = 30;
+ m_DefaultAddButtonStyle.fixedHeight = 16;
+ m_DefaultAddButtonStyle.normal.background = ReorderableListResources.texAddButton;
+ m_DefaultAddButtonStyle.active.background = ReorderableListResources.texAddButtonActive;
+ }
+
+ return m_DefaultAddButtonStyle;
+ }
+ }
+
+ static GUIStyle m_DefaultRemoveButtonStyle;
+
+ public static GUIStyle DefaultRemoveButtonStyle
+ {
+ get
+ {
+ if (m_DefaultRemoveButtonStyle == null)
+ {
+ m_DefaultRemoveButtonStyle = new GUIStyle();
+ m_DefaultRemoveButtonStyle.fixedWidth = 30;
+ m_DefaultRemoveButtonStyle.fixedHeight = 20;
+ m_DefaultRemoveButtonStyle.active.background = ReorderableListResources.CreatePixelTexture("Dark Pixel (List GUI)", new Color32(18, 18, 18, 255));
+ m_DefaultRemoveButtonStyle.imagePosition = ImagePosition.ImageOnly;
+ m_DefaultRemoveButtonStyle.alignment = TextAnchor.MiddleCenter;
+ }
+
+ return m_DefaultRemoveButtonStyle;
+ }
+ }
+
+ static GUIStyle m_DefaultContainerRowStyle;
+
+ public static GUIStyle DefaultContainerRowStyle
+ {
+ get
+ {
+ if (m_DefaultContainerRowStyle == null)
+ {
+ m_DefaultContainerRowStyle = new GUIStyle();
+ m_DefaultContainerRowStyle.border = new RectOffset(2, 2, 2, 2);
+
+ m_DefaultContainerRowStyle.margin = new RectOffset(5, 5, 5, 5);
+ m_DefaultContainerRowStyle.padding = new RectOffset(1, 1, 2, 2);
+ m_DefaultContainerRowStyle.normal.background = ReorderableListResources.texContainerBackground;
+ }
+
+ return m_DefaultContainerRowStyle;
+ }
+ }
+
+ static GUIStyle m_FoldoutBold;
+
+ public static GUIStyle FoldoutBold
+ {
+ get
+ {
+ if (m_FoldoutBold == null)
+ {
+ m_FoldoutBold = new GUIStyle(EditorStyles.foldout);
+ m_FoldoutBold.fontStyle = FontStyle.Bold;
+ }
+
+ return m_FoldoutBold;
+ }
+ }
+
+ static GUIStyle m_RichLabel;
+
+ public static GUIStyle RichLabel
+ {
+ get
+ {
+ if (m_RichLabel == null)
+ {
+ m_RichLabel = new GUIStyle(GUI.skin.label);
+ m_RichLabel.richText = true;
+ m_RichLabel.wordWrap = true;
+ }
+
+ return m_RichLabel;
+ }
+ }
+
+ #endregion
+
+
+ internal static string GetIconPath(string iconFileName)
+ {
+ string _thisIconPath = PhotonNetwork.FindAssetPath ("PhotonGUI");
+
+ if (string.IsNullOrEmpty(_thisIconPath))
+ {
+ _thisIconPath = "Assets/Photon/PhotonUnityNetworking/Code/Editor/"+iconFileName;
+ }
+ else
+ {
+ _thisIconPath = _thisIconPath.Replace("PhotonGUI.cs", iconFileName);
+ }
+
+ return _thisIconPath;
+ }
+
+ static Texture2D m_HelpIcon;
+
+ public static Texture2D HelpIcon
+ {
+ get
+ {
+ if (m_HelpIcon == null)
+ {
+ m_HelpIcon = AssetDatabase.LoadAssetAtPath(GetIconPath("help.png"), typeof(Texture2D)) as Texture2D;
+ }
+
+
+ return m_HelpIcon;
+ }
+ }
+
+
+ static Texture2D m_CopyIcon;
+ static Texture2D m_CopyIconPro;
+
+ public static Texture2D CopyIcon
+ {
+ get
+ {
+ if (EditorGUIUtility.isProSkin)
+ {
+ if (m_CopyIconPro == null)
+ {
+ m_CopyIconPro = AssetDatabase.LoadAssetAtPath(GetIconPath("CopyIconPro.png"), typeof(Texture2D)) as Texture2D;
+ }
+
+ return m_CopyIconPro;
+ }
+
+ if (m_CopyIcon == null)
+ {
+ m_CopyIcon = AssetDatabase.LoadAssetAtPath(GetIconPath("CopyIcon.png"), typeof(Texture2D)) as Texture2D;
+ }
+
+ return m_CopyIcon;
+ }
+ }
+
+ #region Interface
+
+ public static void ContainerHeader(string headline)
+ {
+ DoContainerHeader(headline, 27, 0);
+ }
+
+ public static bool ContainerHeaderToggle(string headline, bool toggle)
+ {
+ return DoContainerHeaderToggle(headline, toggle);
+ }
+
+ public static bool ContainerHeaderFoldout(string headline, bool foldout, System.Action buttonAction = null, string buttonName = null)
+ {
+ return DoContainerHeaderFoldout(headline, foldout, buttonAction, buttonName);
+ }
+
+ public static Rect ContainerBody(float height)
+ {
+ return DoContainerBody(height);
+ }
+
+ public static bool AddButton()
+ {
+ Rect controlRect = EditorGUILayout.GetControlRect(false, DefaultAddButtonStyle.fixedHeight - 5);
+ controlRect.yMin -= 5;
+ controlRect.yMax -= 5;
+
+ Rect addButtonRect = new Rect(controlRect.xMax - DefaultAddButtonStyle.fixedWidth,
+ controlRect.yMin,
+ DefaultAddButtonStyle.fixedWidth,
+ DefaultAddButtonStyle.fixedHeight);
+
+ return GUI.Button(addButtonRect, "", DefaultAddButtonStyle);
+ }
+
+ public static void DrawSplitter(Rect position)
+ {
+ ReorderableListResources.DrawTexture(position, ReorderableListResources.texItemSplitter);
+ }
+
+ public static void DrawGizmoOptions(
+ Rect position,
+ string label,
+ SerializedProperty gizmoEnabledProperty,
+ SerializedProperty gizmoColorProperty,
+ SerializedProperty gizmoTypeProperty,
+ SerializedProperty gizmoSizeProperty)
+ {
+ float height = EditorGUIUtility.singleLineHeight;
+ float flexibleWidth = Mathf.Max(40, position.width - EditorGUIUtility.labelWidth - 20 - 75 - 5 - 40 - 5);
+
+ Rect labelRect = new Rect(position.xMin, position.yMin, EditorGUIUtility.labelWidth, height);
+ GUI.Label(labelRect, label);
+
+ Rect enabledRect = new Rect(labelRect.xMax, labelRect.yMin, 20, height);
+ EditorGUI.PropertyField(enabledRect, gizmoEnabledProperty, GUIContent.none);
+
+ bool oldGUIEnabled = GUI.enabled;
+ GUI.enabled = gizmoEnabledProperty.boolValue;
+
+ Rect colorRect = new Rect(enabledRect.xMax + 5, labelRect.yMin, 70, height);
+ EditorGUI.PropertyField(colorRect, gizmoColorProperty, GUIContent.none);
+
+ Rect typeRect = new Rect(colorRect.xMax + 5, labelRect.yMin, flexibleWidth * 0.7f, height);
+ EditorGUI.PropertyField(typeRect, gizmoTypeProperty, GUIContent.none);
+
+ Rect sizeLabelRect = new Rect(typeRect.xMax + 10, labelRect.yMin, 30, height);
+ GUI.Label(sizeLabelRect, "Size");
+
+ Rect sizeRect = new Rect(sizeLabelRect.xMax + 5, labelRect.yMin, flexibleWidth * 0.3f, height);
+ EditorGUI.PropertyField(sizeRect, gizmoSizeProperty, GUIContent.none);
+
+ GUI.enabled = oldGUIEnabled;
+ }
+
+ #endregion
+
+ #region Implementation
+
+ static Rect DoContainerBody(float height)
+ {
+ Rect controlRect = EditorGUILayout.GetControlRect(false, height);
+ controlRect.yMin -= 3;
+ controlRect.yMax -= 2;
+
+ int controlID = GUIUtility.GetControlID(FocusType.Passive, controlRect);
+
+ if (Event.current.type == EventType.Repaint)
+ {
+ PhotonGUI.DefaultContainerStyle.Draw(controlRect, GUIContent.none, controlID);
+ }
+
+ return controlRect;
+ }
+
+ static bool DoContainerHeaderToggle(string headline, bool toggle)
+ {
+ Rect rect = DoContainerHeader(headline, 27, 15);
+ Rect toggleRect = new Rect(rect.xMin + 5, rect.yMin + 5, EditorGUIUtility.labelWidth, rect.height);
+
+ return EditorGUI.Toggle(toggleRect, toggle);
+ }
+
+
+ static bool DoContainerHeaderFoldout(string headline, bool foldout, System.Action buttonAction = null, string buttonLabel = null, float buttonWidth = 48)
+ {
+ bool showButton = buttonAction != null;
+
+ Rect rect = DoContainerHeader("", 27, 0f);
+
+ // Shorten foldout label if button is present, so it doesn't interfere with clicking.
+ float foldoutWidth = rect.width - (showButton ? 15 + buttonWidth: 15);
+ Rect foldoutRect = new Rect(rect.xMin + 15, rect.yMin + 5, foldoutWidth, 16);
+
+ bool expanded = EditorGUI.Foldout(foldoutRect, foldout, headline, FoldoutBold);
+
+ // If a button is defined show it, and invoke action on click.
+ if (showButton && GUI.Button(new Rect(foldoutRect) { x = foldoutRect.xMax, height = 17, width = buttonWidth - 4 }, buttonLabel == null ? "" : buttonLabel))
+ {
+ buttonAction.Invoke();
+ }
+
+ return expanded;
+ }
+
+ static Rect DoContainerHeader(string headline, float height, float contentOffset)
+ {
+ GUILayout.Space(5);
+ Rect controlRect = EditorGUILayout.GetControlRect(false, height);
+
+ int controlID = GUIUtility.GetControlID(FocusType.Passive, controlRect);
+
+ if (Event.current.type == EventType.Repaint)
+ {
+ PhotonGUI.DefaultTitleStyle.Draw(controlRect, GUIContent.none, controlID);
+
+ Rect labelRect = new Rect(controlRect.xMin + 5 + contentOffset, controlRect.yMin + 5, controlRect.width, controlRect.height);
+ GUI.Label(labelRect, headline, EditorStyles.boldLabel);
+ }
+
+ return controlRect;
+ }
+
+ #endregion
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PhotonGUI.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PhotonGUI.cs.meta
new file mode 100644
index 0000000..247a4eb
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PhotonGUI.cs.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 3d2cadb1ccf05074e8ce96b1393846cf
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PhotonUnityNetworking.Editor.asmdef b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PhotonUnityNetworking.Editor.asmdef
new file mode 100644
index 0000000..2aa5d2b
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PhotonUnityNetworking.Editor.asmdef
@@ -0,0 +1,13 @@
+{
+ "name": "PhotonUnityNetworking.Editor",
+ "references": [
+ "PhotonRealtime",
+ "PhotonUnityNetworking"
+ ],
+ "optionalUnityReferences": [],
+ "includePlatforms": [
+ "Editor"
+ ],
+ "excludePlatforms": [],
+ "allowUnsafeCode": false
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PhotonUnityNetworking.Editor.asmdef.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PhotonUnityNetworking.Editor.asmdef.meta
new file mode 100644
index 0000000..f38d07e
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PhotonUnityNetworking.Editor.asmdef.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 4025d00f1ce60da4ea2d0830acf5ebfb
+timeCreated: 1537863428
+licenseType: Store
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PhotonViewHandler.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PhotonViewHandler.cs
new file mode 100644
index 0000000..4f5b340
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PhotonViewHandler.cs
@@ -0,0 +1,191 @@
+// ----------------------------------------------------------------------------
+// <copyright file="PhotonViewHandler.cs" company="Exit Games GmbH">
+// PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH
+// </copyright>
+// <summary>
+// This is a Editor script to initialize PhotonView components.
+// </summary>
+// <author>developer@exitgames.com</author>
+// ----------------------------------------------------------------------------
+
+
+namespace Photon.Pun
+{
+ using System.Collections.Generic;
+ using Realtime;
+ using UnityEditor;
+ using UnityEngine;
+ using Debug = UnityEngine.Debug;
+
+
+ [InitializeOnLoad]
+ public class PhotonViewHandler : EditorWindow
+ {
+ static PhotonViewHandler()
+ {
+ // called once per change (per key-press in inspectors) and once after play-mode ends.
+ #if (UNITY_2018 || UNITY_2018_1_OR_NEWER)
+ EditorApplication.hierarchyChanged += OnHierarchyChanged;
+ #else
+ EditorApplication.hierarchyWindowChanged += OnHierarchyChanged;
+ #endif
+ }
+
+
+ internal static void OnHierarchyChanged()
+ {
+ // set prefabs to viewID 0 if needed
+ // organize resource PVs in a list per viewID
+
+ // process the lists: if more than one photonView is in a list, we have to resolve the clash
+ // check if only one view had the viewId earlier
+ // apply a new viewID to the others
+
+ // update the cached list of instances and their viewID
+
+
+ //Debug.LogWarning("OnHierarchyChanged(). isPlaying: " + Application.isPlaying);
+ if (Application.isPlaying)
+ {
+ return;
+ }
+
+
+ PhotonView[] photonViewResources = Resources.FindObjectsOfTypeAll<PhotonView>();
+ List<PhotonView> photonViewInstances = new List<PhotonView>();
+ Dictionary<int, List<PhotonView>> viewInstancesPerViewId = new Dictionary<int, List<PhotonView>>();
+ List<PhotonView> photonViewsToReassign = new List<PhotonView>();
+
+ foreach (PhotonView view in photonViewResources)
+ {
+ if (PhotonEditorUtils.IsPrefab(view.gameObject))
+ {
+ // prefabs should use 0 as ViewID and sceneViewId
+ if (view.ViewID != 0 || view.sceneViewId != 0)
+ {
+ view.ViewID = 0;
+ view.sceneViewId = 0;
+ EditorUtility.SetDirty(view);
+ }
+
+ continue; // skip prefabs in further processing
+ }
+
+ photonViewInstances.Add(view);
+
+
+ // assign a new viewID if the viewId is lower than the minimum for this scene
+ if (!IsViewIdOkForScene(view))
+ {
+ photonViewsToReassign.Add(view);
+ continue; // this view definitely gets cleaned up, so it does not count versus duplicates, checked below
+ }
+
+
+ // organize the viewInstances into lists per viewID, so we know duplicate usage
+ if (!viewInstancesPerViewId.ContainsKey(view.sceneViewId))
+ {
+ viewInstancesPerViewId[view.sceneViewId] = new List<PhotonView>();
+ }
+ viewInstancesPerViewId[view.sceneViewId].Add(view);
+ }
+
+ //Debug.Log("PreviousAssignments: "+PunSceneViews.Instance.Views.Count);
+
+ foreach (List<PhotonView> list in viewInstancesPerViewId.Values)
+ {
+ if (list.Count <= 1)
+ {
+ continue; // skip lists with just one entry (the viewID is unique)
+ }
+
+
+ PhotonView previousAssignment = null;
+ bool wasAssigned = PunSceneViews.Instance.Views.TryGetValue(list[0].sceneViewId, out previousAssignment);
+
+ foreach (PhotonView view in list)
+ {
+ if (wasAssigned && view.Equals(previousAssignment))
+ {
+ // previously, we cached the used viewID as assigned to the current view. we don't change this.
+ continue;
+ }
+
+ //Debug.LogWarning("View to reassign due to viewID: "+view, view.gameObject);
+ photonViewsToReassign.Add(view);
+ }
+ }
+
+ int i;
+ foreach (PhotonView view in photonViewsToReassign)
+ {
+ i = MinSceneViewId(view);
+ while (viewInstancesPerViewId.ContainsKey(i))
+ {
+ i++;
+ }
+ view.sceneViewId = i;
+ viewInstancesPerViewId.Add(i, null); // we don't need the lists anymore but we care about getting the viewIDs listed
+ EditorUtility.SetDirty(view);
+ }
+
+
+ // update the "semi persistent" list of viewIDs and their PhotonViews
+ PunSceneViews.Instance.Views.Clear();
+ foreach (PhotonView view in photonViewInstances)
+ {
+ if (PunSceneViews.Instance.Views.ContainsKey(view.sceneViewId))
+ {
+ Debug.LogError("ViewIDs should no longer have duplicates! "+view.sceneViewId, view);
+ continue;
+ }
+
+ PunSceneViews.Instance.Views[view.sceneViewId] = view;
+ }
+
+ //Debug.Log("photonViewsToReassign.Count: "+photonViewsToReassign.Count + " count of viewIDs in use: "+viewInstancesPerViewId.Values.Count);
+ //Debug.Log("PreviousAssignments now counts: "+PunSceneViews.Instance.Views.Count);
+ }
+
+
+ private static int MinSceneViewId(PhotonView view)
+ {
+ int result = PunSceneSettings.MinViewIdForScene(view.gameObject.scene.name);
+ return result;
+ }
+
+ private static bool IsViewIdOkForScene(PhotonView view)
+ {
+ return view.sceneViewId >= MinSceneViewId(view);
+ }
+ }
+
+ /// <summary>
+ /// Stores a PhotonView instances per viewId (key). Instance is used as cache storage in-Editor.
+ /// </summary>
+ public class PunSceneViews : ScriptableObject
+ {
+ [SerializeField]
+ public Dictionary<int, PhotonView> Views = new Dictionary<int, PhotonView>();
+
+ private static PunSceneViews instanceField;
+ public static PunSceneViews Instance
+ {
+ get
+ {
+ if (instanceField != null)
+ {
+ return instanceField;
+ }
+
+ instanceField = GameObject.FindObjectOfType<PunSceneViews>();
+ if (instanceField == null)
+ {
+ instanceField = ScriptableObject.CreateInstance<PunSceneViews>();
+ }
+
+ return instanceField;
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PhotonViewHandler.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PhotonViewHandler.cs.meta
new file mode 100644
index 0000000..74dfe3f
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PhotonViewHandler.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 57b538e62a0ca6248bfd354def935e57
+labels:
+- ExitGames
+- PUN
+- Photon
+- Networking
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PhotonViewInspector.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PhotonViewInspector.cs
new file mode 100644
index 0000000..a4a0977
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PhotonViewInspector.cs
@@ -0,0 +1,394 @@
+// ----------------------------------------------------------------------------
+// <copyright file="PhotonViewInspector.cs" company="Exit Games GmbH">
+// PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH
+// </copyright>
+// <summary>
+// Custom inspector for the PhotonView component.
+// </summary>
+// <author>developer@exitgames.com</author>
+// ----------------------------------------------------------------------------
+
+using System;
+using UnityEditor;
+using UnityEngine;
+
+using Photon.Realtime;
+
+namespace Photon.Pun
+{
+ [CustomEditor(typeof(PhotonView))]
+ [CanEditMultipleObjects]
+ internal class PhotonViewInspector : Editor
+ {
+ private PhotonView m_Target;
+
+ private static GUIContent ownerTransferGuiContent = new GUIContent("Ownership Transfer", "Determines how ownership changes may be initiated.");
+ private static GUIContent syncronizationGuiContent = new GUIContent("Synchronization", "Determines how sync updates are culled and sent.");
+ private static GUIContent observableSearchGuiContent = new GUIContent("Observable Search", "When set to Auto, On Awake, Observables on this GameObject (and child GameObjects) will be found and populate the Observables List." +
+ "\n\nNested PhotonViews (children with a PhotonView) and their children will not be included in the search.");
+
+ public void OnEnable()
+ {
+ this.m_Target = (PhotonView)this.target;
+
+ if (!Application.isPlaying)
+ m_Target.FindObservables();
+ }
+ public override void OnInspectorGUI()
+ {
+
+
+ this.m_Target = (PhotonView)this.target;
+ bool isProjectPrefab = PhotonEditorUtils.IsPrefab(this.m_Target.gameObject);
+ bool multiSelected = Selection.gameObjects.Length > 1;
+
+ if (this.m_Target.ObservedComponents == null)
+ {
+ this.m_Target.ObservedComponents = new System.Collections.Generic.List<Component>();
+ }
+
+ if (this.m_Target.ObservedComponents.Count == 0)
+ {
+ this.m_Target.ObservedComponents.Add(null);
+ }
+
+ GUILayout.Space(5);
+
+ EditorGUILayout.BeginVertical((GUIStyle)"HelpBox");
+ // View ID - Hide if we are multi-selected
+ if (!multiSelected)
+ {
+ if (isProjectPrefab)
+ {
+ EditorGUILayout.LabelField("View ID", "<i>Set at runtime</i>", new GUIStyle("Label") { richText = true });
+ }
+ else if (EditorApplication.isPlaying)
+ {
+ EditorGUILayout.LabelField("View ID", this.m_Target.ViewID.ToString());
+ }
+ else
+ {
+ // this is an object in a scene, modified at edit-time. we can store this as sceneViewId
+ int idValue = EditorGUILayout.IntField("View ID [1.." + (PhotonNetwork.MAX_VIEW_IDS - 1) + "]", this.m_Target.sceneViewId);
+ if (this.m_Target.sceneViewId != idValue)
+ {
+ Undo.RecordObject(this.m_Target, "Change PhotonView viewID");
+ this.m_Target.sceneViewId = idValue;
+ }
+ }
+ }
+
+ // Locally Controlled
+ if (EditorApplication.isPlaying)
+ {
+ string masterClientHint = PhotonNetwork.IsMasterClient ? " (master)" : "";
+ EditorGUILayout.LabelField("IsMine:", this.m_Target.IsMine.ToString() + masterClientHint);
+ Room room = PhotonNetwork.CurrentRoom;
+ int cretrId = this.m_Target.CreatorActorNr;
+ Player cretr = (room != null) ? room.GetPlayer(cretrId) : null;
+ Player owner = this.m_Target.Owner;
+ Player ctrlr = this.m_Target.Controller;
+ EditorGUILayout.LabelField("Controller:", (ctrlr != null ? ("[" + ctrlr.ActorNumber + "] '" + ctrlr.NickName + "' " + (ctrlr.IsMasterClient ? " (master)" : "")) : "[0] <null>"));
+ EditorGUILayout.LabelField("Owner:", (owner != null ? ("[" + owner.ActorNumber + "] '" + owner.NickName + "' " + (owner.IsMasterClient ? " (master)" : "")) : "[0] <null>"));
+ EditorGUILayout.LabelField("Creator:", (cretr != null ? ("[" +cretrId + "] '" + cretr.NickName + "' " + (cretr.IsMasterClient ? " (master)" : "")) : "[0] <null>"));
+
+ }
+
+ EditorGUILayout.EndVertical();
+
+ EditorGUI.BeginDisabledGroup(Application.isPlaying);
+
+ GUILayout.Space(5);
+
+ // Ownership section
+
+ EditorGUILayout.LabelField("Ownership", (GUIStyle)"BoldLabel");
+
+ OwnershipOption own = (OwnershipOption)EditorGUILayout.EnumPopup(ownerTransferGuiContent, this.m_Target.OwnershipTransfer/*, GUILayout.MaxWidth(68), GUILayout.MinWidth(68)*/);
+ if (own != this.m_Target.OwnershipTransfer)
+ {
+ // jf: fixed 5 and up prefab not accepting changes if you quit Unity straight after change.
+ // not touching the define nor the rest of the code to avoid bringing more problem than solving.
+ EditorUtility.SetDirty(this.m_Target);
+
+ Undo.RecordObject(this.m_Target, "Change PhotonView Ownership Transfer");
+ this.m_Target.OwnershipTransfer = own;
+ }
+
+
+ GUILayout.Space(5);
+
+ // Observables section
+
+ EditorGUILayout.LabelField("Observables", (GUIStyle)"BoldLabel");
+
+ EditorGUILayout.PropertyField(this.serializedObject.FindProperty("Synchronization"), syncronizationGuiContent);
+
+ if (this.m_Target.Synchronization == ViewSynchronization.Off)
+ {
+ // Show warning if there are any observables. The null check is because the list allows nulls.
+ var observed = m_Target.ObservedComponents;
+ if (observed.Count > 0)
+ {
+ for (int i = 0, cnt = observed.Count; i < cnt; ++i)
+ if (observed[i] != null)
+ {
+ EditorGUILayout.HelpBox("Synchronization is set to Off. Select a Synchronization setting in order to sync the listed Observables.", MessageType.Warning);
+ break;
+ }
+ }
+ }
+
+
+ PhotonView.ObservableSearch autoFindObservables = (PhotonView.ObservableSearch)EditorGUILayout.EnumPopup(observableSearchGuiContent, m_Target.observableSearch);
+
+ if (m_Target.observableSearch != autoFindObservables)
+ {
+ Undo.RecordObject(this.m_Target, "Change Auto Find Observables Toggle");
+ m_Target.observableSearch = autoFindObservables;
+ }
+
+ m_Target.FindObservables();
+
+ if (!multiSelected)
+ {
+ bool disableList = Application.isPlaying || autoFindObservables != PhotonView.ObservableSearch.Manual;
+
+ if (disableList)
+ EditorGUI.BeginDisabledGroup(true);
+
+ this.DrawObservedComponentsList(disableList);
+
+ if (disableList)
+ EditorGUI.EndDisabledGroup();
+ }
+
+ // Cleanup: save and fix look
+ if (GUI.changed)
+ {
+ PhotonViewHandler.OnHierarchyChanged(); // TODO: check if needed
+ }
+
+ EditorGUI.EndDisabledGroup();
+ }
+
+
+
+ private int GetObservedComponentsCount()
+ {
+ int count = 0;
+
+ for (int i = 0; i < this.m_Target.ObservedComponents.Count; ++i)
+ {
+ if (this.m_Target.ObservedComponents[i] != null)
+ {
+ count++;
+ }
+ }
+
+ return count;
+ }
+
+ /// <summary>
+ /// Find Observables, and then baking them into the serialized object.
+ /// </summary>
+ private void EditorFindObservables()
+ {
+ Undo.RecordObject(serializedObject.targetObject, "Find Observables");
+ var property = serializedObject.FindProperty("ObservedComponents");
+
+ // Just doing a Find updates the Observables list, but Unity fails to save that change.
+ // Instead we do the find, and then iterate the found objects into the serialize property, then apply that.
+ property.ClearArray();
+ m_Target.FindObservables(true);
+ for(int i = 0; i < m_Target.ObservedComponents.Count; ++i)
+ {
+ property.InsertArrayElementAtIndex(i);
+ property.GetArrayElementAtIndex(i).objectReferenceValue = m_Target.ObservedComponents[i];
+ }
+ serializedObject.ApplyModifiedProperties();
+ }
+
+ private void DrawObservedComponentsList(bool disabled = false)
+ {
+ SerializedProperty listProperty = this.serializedObject.FindProperty("ObservedComponents");
+
+ if (listProperty == null)
+ {
+ return;
+ }
+
+ float containerElementHeight = 22;
+ float containerHeight = listProperty.arraySize * containerElementHeight;
+
+ string foldoutLabel = "Observed Components (" + this.GetObservedComponentsCount() + ")";
+ bool isOpen = PhotonGUI.ContainerHeaderFoldout(foldoutLabel, this.serializedObject.FindProperty("ObservedComponentsFoldoutOpen").boolValue, () => EditorFindObservables(), "Find");
+ this.serializedObject.FindProperty("ObservedComponentsFoldoutOpen").boolValue = isOpen;
+
+ if (isOpen == false)
+ {
+ containerHeight = 0;
+ }
+
+ //Texture2D statsIcon = AssetDatabase.LoadAssetAtPath( "Assets/Photon Unity Networking/Editor/PhotonNetwork/PhotonViewStats.png", typeof( Texture2D ) ) as Texture2D;
+
+ Rect containerRect = PhotonGUI.ContainerBody(containerHeight);
+
+
+ bool wasObservedComponentsEmpty = this.m_Target.ObservedComponents.FindAll(item => item != null).Count == 0;
+ if (isOpen == true)
+ {
+ for (int i = 0; i < listProperty.arraySize; ++i)
+ {
+ Rect elementRect = new Rect(containerRect.xMin, containerRect.yMin + containerElementHeight * i, containerRect.width, containerElementHeight);
+ {
+ Rect texturePosition = new Rect(elementRect.xMin + 6, elementRect.yMin + elementRect.height / 2f - 1, 9, 5);
+ ReorderableListResources.DrawTexture(texturePosition, ReorderableListResources.texGrabHandle);
+
+ Rect propertyPosition = new Rect(elementRect.xMin + 20, elementRect.yMin + 3, elementRect.width - 45, 16);
+
+ // keep track of old type to catch when a new type is observed
+ Type _oldType = listProperty.GetArrayElementAtIndex(i).objectReferenceValue != null ? listProperty.GetArrayElementAtIndex(i).objectReferenceValue.GetType() : null;
+
+ EditorGUI.PropertyField(propertyPosition, listProperty.GetArrayElementAtIndex(i), new GUIContent());
+
+ // new type, could be different from old type
+ Type _newType = listProperty.GetArrayElementAtIndex(i).objectReferenceValue != null ? listProperty.GetArrayElementAtIndex(i).objectReferenceValue.GetType() : null;
+
+ // the user dropped a Transform, we must change it by adding a PhotonTransformView and observe that instead
+ if (_oldType != _newType)
+ {
+ if (_newType == typeof(PhotonView))
+ {
+ listProperty.GetArrayElementAtIndex(i).objectReferenceValue = null;
+ Debug.LogError("PhotonView Detected you dropped a PhotonView, this is not allowed. \n It's been removed from observed field.");
+
+ }
+ else if (_newType == typeof(Transform))
+ {
+
+ // try to get an existing PhotonTransformView ( we don't want any duplicates...)
+ PhotonTransformView _ptv = this.m_Target.gameObject.GetComponent<PhotonTransformView>();
+ if (_ptv == null)
+ {
+ // no ptv yet, we create one and enable position and rotation, no scaling, as it's too rarely needed to take bandwidth for nothing
+ _ptv = Undo.AddComponent<PhotonTransformView>(this.m_Target.gameObject);
+ }
+ // switch observe from transform to _ptv
+ listProperty.GetArrayElementAtIndex(i).objectReferenceValue = _ptv;
+ Debug.Log("PhotonView has detected you dropped a Transform. Instead it's better to observe a PhotonTransformView for better control and performances");
+ }
+ else if (_newType == typeof(Rigidbody))
+ {
+
+ Rigidbody _rb = listProperty.GetArrayElementAtIndex(i).objectReferenceValue as Rigidbody;
+
+ // try to get an existing PhotonRigidbodyView ( we don't want any duplicates...)
+ PhotonRigidbodyView _prbv = _rb.gameObject.GetComponent<PhotonRigidbodyView>();
+ if (_prbv == null)
+ {
+ // no _prbv yet, we create one
+ _prbv = Undo.AddComponent<PhotonRigidbodyView>(_rb.gameObject);
+ }
+ // switch observe from transform to _prbv
+ listProperty.GetArrayElementAtIndex(i).objectReferenceValue = _prbv;
+ Debug.Log("PhotonView has detected you dropped a RigidBody. Instead it's better to observe a PhotonRigidbodyView for better control and performances");
+ }
+ else if (_newType == typeof(Rigidbody2D))
+ {
+
+ // try to get an existing PhotonRigidbody2DView ( we don't want any duplicates...)
+ PhotonRigidbody2DView _prb2dv = this.m_Target.gameObject.GetComponent<PhotonRigidbody2DView>();
+ if (_prb2dv == null)
+ {
+ // no _prb2dv yet, we create one
+ _prb2dv = Undo.AddComponent<PhotonRigidbody2DView>(this.m_Target.gameObject);
+ }
+ // switch observe from transform to _prb2dv
+ listProperty.GetArrayElementAtIndex(i).objectReferenceValue = _prb2dv;
+ Debug.Log("PhotonView has detected you dropped a Rigidbody2D. Instead it's better to observe a PhotonRigidbody2DView for better control and performances");
+ }
+ else if (_newType == typeof(Animator))
+ {
+
+ // try to get an existing PhotonAnimatorView ( we don't want any duplicates...)
+ PhotonAnimatorView _pav = this.m_Target.gameObject.GetComponent<PhotonAnimatorView>();
+ if (_pav == null)
+ {
+ // no _pav yet, we create one
+ _pav = Undo.AddComponent<PhotonAnimatorView>(this.m_Target.gameObject);
+ }
+ // switch observe from transform to _prb2dv
+ listProperty.GetArrayElementAtIndex(i).objectReferenceValue = _pav;
+ Debug.Log("PhotonView has detected you dropped a Animator, so we switched to PhotonAnimatorView so that you can serialized the Animator variables");
+ }
+ else if (!typeof(IPunObservable).IsAssignableFrom(_newType))
+ {
+ bool _ignore = false;
+#if PLAYMAKER
+ _ignore = _newType == typeof(PlayMakerFSM);// Photon Integration for PlayMaker will swap at runtime to a proxy using iPunObservable.
+#endif
+
+ if (_newType == null || _newType == typeof(Rigidbody) || _newType == typeof(Rigidbody2D))
+ {
+ _ignore = true;
+ }
+
+ if (!_ignore)
+ {
+ listProperty.GetArrayElementAtIndex(i).objectReferenceValue = null;
+ Debug.LogError("PhotonView Detected you dropped a Component missing IPunObservable Interface,\n You dropped a <" + _newType + "> instead. It's been removed from observed field.");
+ }
+ }
+ }
+
+ //Debug.Log( listProperty.GetArrayElementAtIndex( i ).objectReferenceValue.GetType() );
+ //Rect statsPosition = new Rect( propertyPosition.xMax + 7, propertyPosition.yMin, statsIcon.width, statsIcon.height );
+ //ReorderableListResources.DrawTexture( statsPosition, statsIcon );
+
+ Rect removeButtonRect = new Rect(elementRect.xMax - PhotonGUI.DefaultRemoveButtonStyle.fixedWidth,
+ elementRect.yMin + 2,
+ PhotonGUI.DefaultRemoveButtonStyle.fixedWidth,
+ PhotonGUI.DefaultRemoveButtonStyle.fixedHeight);
+
+ GUI.enabled = !disabled && listProperty.arraySize > 1;
+ if (GUI.Button(removeButtonRect, new GUIContent(ReorderableListResources.texRemoveButton), PhotonGUI.DefaultRemoveButtonStyle))
+ {
+ listProperty.DeleteArrayElementAtIndex(i);
+ }
+ GUI.enabled = !disabled;
+
+ if (i < listProperty.arraySize - 1)
+ {
+ texturePosition = new Rect(elementRect.xMin + 2, elementRect.yMax, elementRect.width - 4, 1);
+ PhotonGUI.DrawSplitter(texturePosition);
+ }
+ }
+ }
+ }
+
+ if (PhotonGUI.AddButton())
+ {
+ listProperty.InsertArrayElementAtIndex(Mathf.Max(0, listProperty.arraySize - 1));
+ }
+
+ this.serializedObject.ApplyModifiedProperties();
+
+ bool isObservedComponentsEmpty = this.m_Target.ObservedComponents.FindAll(item => item != null).Count == 0;
+
+ if (wasObservedComponentsEmpty == true && isObservedComponentsEmpty == false && this.m_Target.Synchronization == ViewSynchronization.Off)
+ {
+ Undo.RecordObject(this.m_Target, "Change PhotonView");
+ this.m_Target.Synchronization = ViewSynchronization.UnreliableOnChange;
+ this.serializedObject.Update();
+ }
+
+ if (wasObservedComponentsEmpty == false && isObservedComponentsEmpty == true)
+ {
+ Undo.RecordObject(this.m_Target, "Change PhotonView");
+ this.m_Target.Synchronization = ViewSynchronization.Off;
+ this.serializedObject.Update();
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PhotonViewInspector.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PhotonViewInspector.cs.meta
new file mode 100644
index 0000000..200b1ee
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PhotonViewInspector.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: e73a30c46df19194f873ea7a9ce12753
+labels:
+- ExitGames
+- PUN
+- Photon
+- Networking
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PunGradient.png b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PunGradient.png
new file mode 100644
index 0000000..15d054d
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PunGradient.png
Binary files differ
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PunGradient.png.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PunGradient.png.meta
new file mode 100644
index 0000000..48f073e
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PunGradient.png.meta
@@ -0,0 +1,45 @@
+fileFormatVersion: 2
+guid: 1faa1cf0448470c4ebbb23b97759ab50
+TextureImporter:
+ serializedVersion: 2
+ mipmaps:
+ mipMapMode: 0
+ enableMipMap: 0
+ linearTexture: 1
+ correctGamma: 0
+ fadeOut: 0
+ borderMipMap: 0
+ mipMapFadeDistanceStart: 1
+ mipMapFadeDistanceEnd: 3
+ bumpmap:
+ convertToNormalMap: 0
+ externalNormalMap: 0
+ heightScale: .25
+ normalMapFilter: 0
+ isReadable: 0
+ grayScaleToAlpha: 0
+ generateCubemap: 0
+ seamlessCubemap: 0
+ textureFormat: -1
+ maxTextureSize: 256
+ textureSettings:
+ filterMode: 0
+ aniso: 1
+ mipBias: -1
+ wrapMode: 1
+ nPOTScale: 0
+ lightmap: 0
+ compressionQuality: 50
+ spriteMode: 0
+ spriteExtrude: 1
+ spriteMeshType: 1
+ alignment: 0
+ spritePivot: {x: .5, y: .5}
+ spritePixelsToUnits: 100
+ alphaIsTransparency: 1
+ textureType: 2
+ buildTargetSettings: []
+ spriteSheet:
+ sprites: []
+ spritePackingTag:
+ userData:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PunSceneSettings.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PunSceneSettings.cs
new file mode 100644
index 0000000..3fe487c
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PunSceneSettings.cs
@@ -0,0 +1,178 @@
+// ----------------------------------------------------------------------------
+// <copyright file="PunSceneSettings.cs" company="Exit Games GmbH">
+// PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH
+// </copyright>
+// <summary>
+// Optional lowest-viewID setting per-scene. So PhotonViews don't get the same ID.
+// </summary>
+// <author>developer@exitgames.com</author>
+// ----------------------------------------------------------------------------
+
+
+using System;
+using System.Collections.Generic;
+using System.IO;
+
+using UnityEditor;
+using UnityEngine;
+
+namespace Photon.Pun
+{
+ [Serializable]
+ public class SceneSetting
+ {
+ public SceneAsset sceneAsset;
+ public string sceneName;
+ public int minViewId;
+ }
+
+ [HelpURL("https://doc.photonengine.com/en-us/pun/current/getting-started/feature-overview#scene_photonviews_in_multiple_scenes")]
+ public class PunSceneSettings : ScriptableObject
+ {
+
+ #if UNITY_EDITOR
+ // Suppressing compiler warning "this variable is never used". Only used in the CustomEditor, only in Editor
+ #pragma warning disable 0414
+ [SerializeField]
+ bool SceneSettingsListFoldoutOpen = true;
+ #pragma warning restore 0414
+ #endif
+
+ [SerializeField]
+ public List<SceneSetting> MinViewIdPerScene = new List<SceneSetting>();
+
+
+ private const string SceneSettingsFileName = "PunSceneSettingsFile.asset";
+
+ // we use the path to PunSceneSettings.cs as path to create a scene settings file
+ private static string punSceneSettingsCsPath;
+
+ public static string PunSceneSettingsCsPath
+ {
+ get
+ {
+ if (!string.IsNullOrEmpty(punSceneSettingsCsPath))
+ {
+ return punSceneSettingsCsPath;
+ }
+
+ // Unity 4.3.4 does not yet have AssetDatabase.FindAssets(). Would be easier.
+ var result = Directory.GetFiles(Application.dataPath, "PunSceneSettings.cs", SearchOption.AllDirectories);
+ if (result.Length >= 1)
+ {
+ punSceneSettingsCsPath = Path.GetDirectoryName(result[0]);
+ punSceneSettingsCsPath = punSceneSettingsCsPath.Replace('\\', '/');
+ punSceneSettingsCsPath = punSceneSettingsCsPath.Replace(Application.dataPath, "Assets");
+
+ // AssetDatabase paths have to use '/' and are relative to the project's folder. Always.
+ punSceneSettingsCsPath = punSceneSettingsCsPath + "/" + SceneSettingsFileName;
+ }
+
+ return punSceneSettingsCsPath;
+ }
+ }
+
+
+ private static PunSceneSettings instanceField;
+
+ public static PunSceneSettings Instance
+ {
+ get
+ {
+ if (instanceField != null)
+ {
+ return instanceField;
+ }
+
+ instanceField = (PunSceneSettings)AssetDatabase.LoadAssetAtPath(PunSceneSettingsCsPath, typeof(PunSceneSettings));
+ if (instanceField == null)
+ {
+ instanceField = CreateInstance<PunSceneSettings>();
+ #pragma warning disable 0168
+ try
+ {
+ AssetDatabase.CreateAsset(instanceField, PunSceneSettingsCsPath);
+ }
+ catch (Exception e)
+ {
+ #if PHOTON_UNITY_NETWORKING
+ Debug.LogError("-- WARNING: PROJECT CLEANUP NECESSARY -- If you delete pun from your project, make sure you also clean up the Scripting define symbols from any reference to PUN like 'PHOTON_UNITY_NETWORKING ");
+ #endif
+ }
+ #pragma warning restore 0168
+ }
+
+ return instanceField;
+ }
+ }
+
+
+ public static int MinViewIdForScene(string sceneName)
+ {
+ if (string.IsNullOrEmpty(sceneName))
+ {
+ return 1;
+ }
+
+ PunSceneSettings pss = Instance;
+ if (pss == null)
+ {
+ Debug.LogError("pss cant be null");
+ return 1;
+ }
+
+ foreach (SceneSetting setting in pss.MinViewIdPerScene)
+ {
+ if (setting.sceneName.Equals(sceneName))
+ {
+ return setting.minViewId;
+ }
+ }
+ return 1;
+ }
+
+ public static void SanitizeSceneSettings()
+ {
+ if (Instance == null)
+ {
+ return;
+ }
+
+ #if UNITY_EDITOR
+ foreach (SceneSetting sceneSetting in Instance.MinViewIdPerScene)
+ {
+ if (sceneSetting.sceneAsset == null && !string.IsNullOrEmpty(sceneSetting.sceneName))
+ {
+
+ string[] guids = AssetDatabase.FindAssets(sceneSetting.sceneName + " t:SceneAsset");
+
+ foreach (string guid in guids)
+ {
+ string path = AssetDatabase.GUIDToAssetPath(guid);
+ if (Path.GetFileNameWithoutExtension(path) == sceneSetting.sceneName)
+ {
+ sceneSetting.sceneAsset =
+ AssetDatabase.LoadAssetAtPath<SceneAsset>(
+ AssetDatabase.GUIDToAssetPath(guid));
+
+ // Debug.Log("SceneSettings : ''"+sceneSetting.sceneName+"'' scene is missing: Issue corrected",Instance);
+ break;
+ }
+ }
+
+ //Debug.Log("SceneSettings : ''"+sceneSetting.sceneName+"'' scene is missing",Instance);
+
+ continue;
+ }
+
+ if (sceneSetting.sceneAsset != null && sceneSetting.sceneName!= sceneSetting.sceneAsset.name )
+ {
+ // Debug.Log("SceneSettings : '"+sceneSetting.sceneName+"' mismatch with sceneAsset: '"+sceneSetting.sceneAsset.name+"' : Issue corrected",Instance);
+ sceneSetting.sceneName = sceneSetting.sceneAsset.name;
+ continue;
+ }
+ }
+ #endif
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PunSceneSettings.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PunSceneSettings.cs.meta
new file mode 100644
index 0000000..065e2d8
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PunSceneSettings.cs.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: fc3284eace5a64d4bb516df7d7effdb9
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PunSceneSettingsFile.asset b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PunSceneSettingsFile.asset
new file mode 100644
index 0000000..a878401
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PunSceneSettingsFile.asset
@@ -0,0 +1,21 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!114 &11400000
+MonoBehaviour:
+ m_ObjectHideFlags: 0
+ m_PrefabParentObject: {fileID: 0}
+ m_PrefabInternal: {fileID: 0}
+ m_GameObject: {fileID: 0}
+ m_Enabled: 1
+ m_EditorHideFlags: 0
+ m_Script: {fileID: 11500000, guid: fc3284eace5a64d4bb516df7d7effdb9, type: 3}
+ m_Name: PunSceneSettingsFile
+ m_EditorClassIdentifier:
+ SceneSettingsListFoldoutOpen: 1
+ MinViewIdPerScene:
+ - sceneAsset: {fileID: 102900000, guid: 559222f4671e440cba71aecba1de3505, type: 3}
+ sceneName: SceneView_A
+ minViewId: 2
+ - sceneAsset: {fileID: 102900000, guid: a81615022a16c489aac8daadf8f51fae, type: 3}
+ sceneName: SceneView_B
+ minViewId: 10
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PunSceneSettingsFile.asset.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PunSceneSettingsFile.asset.meta
new file mode 100644
index 0000000..5125fa9
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PunSceneSettingsFile.asset.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: d0aacb83307022d449e90a09d28222ae
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PunSceneSettingsInspector.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PunSceneSettingsInspector.cs
new file mode 100644
index 0000000..4a683e8
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PunSceneSettingsInspector.cs
@@ -0,0 +1,260 @@
+// ----------------------------------------------------------------------------
+// <copyright file="PunSceneSettingsInspector.cs" company="Exit Games GmbH">
+// PhotonNetwork Framework for Unity - Copyright (C) 2019 Exit Games GmbH
+// </copyright>
+// <summary>
+// Custom inspector for the PunSceneSettings component.
+// </summary>
+// <author>developer@exitgames.com</author>
+// ----------------------------------------------------------------------------
+
+using System;
+using System.Collections.Generic;
+using System.IO;
+using System.Linq;
+using UnityEditor;
+using UnityEngine;
+
+namespace Photon.Pun
+{
+ [CustomEditor(typeof(PunSceneSettings))]
+ internal class PunSceneSettingsInspector : Editor
+ {
+ private PunSceneSettings m_Target;
+ private bool isOpen;
+ private List<string> _duplicateScenesDefinition;
+ private List<int> _duplicateViewIdDefinition;
+
+ private SerializedProperty listProperty;
+ private SerializedProperty _sceneSettings_i;
+ private SerializedProperty sceneNameProperty;
+ private SerializedProperty sceneAssetProperty;
+ private SerializedProperty minViewIdProperty;
+
+ private bool _firstTime;
+
+
+ public override void OnInspectorGUI()
+ {
+ this.m_Target = (PunSceneSettings) this.target;
+
+ // error checking
+ _duplicateScenesDefinition = m_Target.MinViewIdPerScene.GroupBy(x => x.sceneName)
+ .Where(g => g.Count() > 1)
+ .Select(y => y.Key)
+ .ToList();
+
+ _duplicateViewIdDefinition = m_Target.MinViewIdPerScene.GroupBy(x => x.minViewId)
+ .Where(g => g.Count() > 1)
+ .Select(y => y.Key)
+ .ToList();
+
+ DrawSceneSettingsList();
+
+ foreach (string dup in _duplicateScenesDefinition)
+ {
+ EditorGUILayout.LabelField("Found duplicates for scene",dup);
+ }
+
+
+ foreach (SceneSetting sceneSettings in m_Target.MinViewIdPerScene)
+ {
+ if (_duplicateViewIdDefinition.Contains(sceneSettings.minViewId))
+ {
+ GUILayout.Label("Found view Id duplicates '"+sceneSettings.minViewId+"' for scene: " +sceneSettings.sceneName);
+ }
+
+ if (sceneSettings.minViewId > PhotonNetwork.MAX_VIEW_IDS)
+ {
+ GUILayout.Label(sceneSettings.sceneName+" view Id can not exceed the max view Id "+PhotonNetwork.MAX_VIEW_IDS);
+ }
+
+ if (sceneSettings.minViewId < 1)
+ {
+ GUILayout.Label(sceneSettings.sceneName+" view Id can not be less than 1");
+ }
+
+ if (sceneSettings.sceneAsset == null && !string.IsNullOrEmpty(sceneSettings.sceneName))
+ {
+ GUILayout.Label("'"+sceneSettings.sceneName+"' scene is missing in the project");
+ }
+ }
+
+ _firstTime = false;
+ }
+
+ private void OnEnable()
+ {
+ _firstTime = true;
+ }
+
+ private void DrawSceneSettingsList()
+ {
+ GUILayout.Space(5);
+
+ // check for changes ( from undo for example)
+ this.serializedObject.Update();
+
+ listProperty = this.serializedObject.FindProperty("MinViewIdPerScene");
+
+ if (listProperty == null)
+ {
+ return;
+ }
+
+ float containerElementHeight = 44;
+ float containerHeight = listProperty.arraySize * containerElementHeight;
+
+ isOpen = PhotonGUI.ContainerHeaderFoldout("Scene Settings (" + listProperty.arraySize + ")", this.serializedObject.FindProperty("SceneSettingsListFoldoutOpen").boolValue);
+ this.serializedObject.FindProperty("SceneSettingsListFoldoutOpen").boolValue = isOpen;
+
+ if (isOpen == false)
+ {
+ containerHeight = 0;
+ }
+
+ Rect containerRect = PhotonGUI.ContainerBody(containerHeight);
+ if (isOpen == true)
+ {
+ for (int i = 0; i < listProperty.arraySize; ++i)
+ {
+ Rect elementRect = new Rect(containerRect.xMin, containerRect.yMin + containerElementHeight * i,
+ containerRect.width, containerElementHeight);
+ {
+ Rect texturePosition = new Rect(elementRect.xMin + 6,
+ elementRect.yMin + elementRect.height / 2f - 1, 9, 5);
+ ReorderableListResources.DrawTexture(texturePosition, ReorderableListResources.texGrabHandle);
+
+ Rect propertyPosition = new Rect(elementRect.xMin + 20, elementRect.yMin + 3,
+ elementRect.width - 45, 16);
+
+ _sceneSettings_i = listProperty.GetArrayElementAtIndex(i);
+
+ sceneNameProperty = _sceneSettings_i.FindPropertyRelative("sceneName");
+ sceneAssetProperty = _sceneSettings_i.FindPropertyRelative("sceneAsset");
+ minViewIdProperty = _sceneSettings_i.FindPropertyRelative("minViewId");
+
+ string _sceneName = sceneNameProperty.stringValue;
+ SceneAsset _sceneAsset = m_Target.MinViewIdPerScene[i].sceneAsset;
+
+ // check if we need to find the scene asset based on the scene name. This is for backward compatibility or when the scene asset was deleted
+ if (_firstTime)
+ {
+ if (_sceneAsset == null && !string.IsNullOrEmpty(_sceneName))
+ {
+ string[] guids = AssetDatabase.FindAssets(_sceneName + " t:SceneAsset");
+
+ foreach (string guid in guids)
+ {
+ string path = AssetDatabase.GUIDToAssetPath(guid);
+ if (Path.GetFileNameWithoutExtension(path) == _sceneName)
+ {
+ sceneAssetProperty.objectReferenceValue =
+ AssetDatabase.LoadAssetAtPath<SceneAsset>(
+ AssetDatabase.GUIDToAssetPath(guid));
+ break;
+ }
+ }
+ }
+ }
+
+ bool _missingSceneAsset = _sceneAsset == null && !string.IsNullOrEmpty(_sceneName);
+ // if we don't have a scene asset for the serialized scene named, we show an error.
+ if (_missingSceneAsset ||
+ (sceneNameProperty!=null && _duplicateScenesDefinition!=null && _duplicateScenesDefinition.Contains(sceneNameProperty.stringValue))
+ )
+ {
+ GUI.color = Color.red;
+ }
+
+ EditorGUI.BeginChangeCheck();
+ string _label = _missingSceneAsset
+ ? "Scene Asset: Missing '" + _sceneName + "'"
+ : "Scene Asset";
+
+ EditorGUI.PropertyField(propertyPosition,sceneAssetProperty, new GUIContent(_label));
+
+ if (EditorGUI.EndChangeCheck())
+ {
+ _sceneAsset = sceneAssetProperty.objectReferenceValue as SceneAsset;
+ if (_sceneAsset == null && !string.IsNullOrEmpty(sceneNameProperty.stringValue))
+ {
+ sceneNameProperty.stringValue = null;
+ }
+ else if (sceneNameProperty.stringValue != _sceneAsset.name)
+ {
+ sceneNameProperty.stringValue = _sceneAsset.name;
+ }
+ }
+
+
+ // EditorGUI.PropertyField(propertyPosition, sceneNameProperty,
+ // new GUIContent("Scene Name"));
+
+ GUI.color = Color.white;
+
+ if ( minViewIdProperty.intValue<1 || minViewIdProperty.intValue> PhotonNetwork.MAX_VIEW_IDS)
+ {
+ GUI.color = Color.red;
+ }
+ Rect secondPropertyPosition = new Rect(elementRect.xMin + 20, elementRect.yMin + containerElementHeight/2,
+ elementRect.width - 45, 16);
+
+ EditorGUI.PropertyField(secondPropertyPosition, _sceneSettings_i.FindPropertyRelative("minViewId"),
+ new GUIContent("Minimum View ID"));
+
+ GUI.color = Color.white;
+
+ //Debug.Log( listProperty.GetArrayElementAtIndex( i ).objectReferenceValue.GetType() );
+ //Rect statsPosition = new Rect( propertyPosition.xMax + 7, propertyPosition.yMin, statsIcon.width, statsIcon.height );
+ //ReorderableListResources.DrawTexture( statsPosition, statsIcon );
+
+
+ Rect removeButtonRect = new Rect(
+ elementRect.xMax - PhotonGUI.DefaultRemoveButtonStyle.fixedWidth,
+ elementRect.yMin + 2,
+ PhotonGUI.DefaultRemoveButtonStyle.fixedWidth,
+ PhotonGUI.DefaultRemoveButtonStyle.fixedHeight);
+
+
+ if (GUI.Button(removeButtonRect, new GUIContent(ReorderableListResources.texRemoveButton),
+ PhotonGUI.DefaultRemoveButtonStyle))
+ {
+ listProperty.DeleteArrayElementAtIndex(i);
+
+ Undo.RecordObject(this.m_Target, "Removed SceneSettings Entry");
+
+ }
+
+
+ if (i < listProperty.arraySize - 1)
+ {
+ texturePosition = new Rect(elementRect.xMin + 2, elementRect.yMax, elementRect.width - 4,
+ 1);
+ PhotonGUI.DrawSplitter(texturePosition);
+ }
+ }
+ }
+ }
+
+ if (PhotonGUI.AddButton())
+ {
+ this.listProperty.InsertArrayElementAtIndex(Mathf.Max(0, listProperty.arraySize - 1));
+ _sceneSettings_i = this.listProperty.GetArrayElementAtIndex(listProperty.arraySize - 1);
+ sceneNameProperty = _sceneSettings_i.FindPropertyRelative("sceneName");
+ sceneAssetProperty = _sceneSettings_i.FindPropertyRelative("sceneAsset");
+ minViewIdProperty = _sceneSettings_i.FindPropertyRelative("minViewId");
+
+ sceneAssetProperty.objectReferenceValue = null;
+ sceneNameProperty.stringValue = "";
+ minViewIdProperty.intValue = 1;
+
+ Undo.RecordObject(this.m_Target, "Added SceneSettings Entry");
+ }
+
+ this.serializedObject.ApplyModifiedProperties();
+
+
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PunSceneSettingsInspector.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PunSceneSettingsInspector.cs.meta
new file mode 100644
index 0000000..800c63c
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/PunSceneSettingsInspector.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 1ad59deacfd0848dcb64a51b0a0eb960
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/ReordableList.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/ReordableList.meta
new file mode 100644
index 0000000..22f4297
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/ReordableList.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 62126d9bb7b8eb64ea07a039d902d0ac
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/ReordableList/LICENSE.txt b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/ReordableList/LICENSE.txt
new file mode 100644
index 0000000..99bae57
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/ReordableList/LICENSE.txt
@@ -0,0 +1,26 @@
+Copyright (c) 2013, Rotorz Limited
+All rights reserved.
+
+Redistribution and use in source and binary forms, with or without
+modification, are permitted provided that the following conditions are met:
+
+1. Redistributions of source code must retain the above copyright notice, this
+ list of conditions and the following disclaimer.
+2. Redistributions in binary form must reproduce the above copyright notice,
+ this list of conditions and the following disclaimer in the documentation
+ and/or other materials provided with the distribution.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
+ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
+ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+The views and conclusions contained in the software and documentation are those
+of the authors and should not be interpreted as representing official policies,
+either expressed or implied, of the FreeBSD Project. \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/ReordableList/LICENSE.txt.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/ReordableList/LICENSE.txt.meta
new file mode 100644
index 0000000..944ba4c
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/ReordableList/LICENSE.txt.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: c2fbd2e43c3dfae4d9830e9921238cf5
+TextScriptImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/ReordableList/ReorderableListResources.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/ReordableList/ReorderableListResources.cs
new file mode 100644
index 0000000..b2185d8
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/ReordableList/ReorderableListResources.cs
@@ -0,0 +1,237 @@
+// Copyright (c) 2012-2013 Rotorz Limited. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+
+using UnityEngine;
+using UnityEditor;
+
+using System;
+
+namespace Photon.Pun
+{
+
+ /// <summary>
+ /// Resources to assist with reorderable list control.
+ /// </summary>
+ internal static class ReorderableListResources
+ {
+
+ static ReorderableListResources()
+ {
+ GenerateSpecialTextures();
+ LoadResourceAssets();
+ }
+
+ #region Texture Resources
+
+ private enum ResourceName
+ {
+ add_button = 0,
+ add_button_active,
+ container_background,
+ grab_handle,
+ remove_button,
+ remove_button_active,
+ title_background,
+ }
+
+ /// <summary>
+ /// Resource assets for light skin.
+ /// </summary>
+ /// <remarks>
+ /// <para>Resource assets are PNG images which have been encoded using a base-64
+ /// string so that actual asset files are not necessary.</para>
+ /// </remarks>
+ private static string[] s_LightSkin = {
+ "iVBORw0KGgoAAAANSUhEUgAAAB4AAAAQCAYAAAABOs/SAAAAAXNSR0IArs4c6QAAAARnQU1BAACxjwv8YQUAAAAZdEVYdFNvZnR3YXJlAEFkb2JlIEltYWdlUmVhZHlxyWU8AAAAW0lEQVRIS+3NywnAQAhF0anI4mzVCmzBBl7QEBgGE5JFhBAXd+OHM5gZZgYRKcktNxu+HRFF2e6qhtOjtQM7K/tZ+xY89wSbazg9eqOfw6oag4rcChjY8coAjA2l1RxFDY8IFAAAAABJRU5ErkJggg==",
+ "iVBORw0KGgoAAAANSUhEUgAAAB4AAAAQCAYAAAABOs/SAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAGlJREFUeNpiFBER+f/jxw8GNjY2BnqAX79+MXBwcDAwMQwQGHoWnzp1CoxHjo8pBSykBi8+MTMzs2HmY2QfwXxKii9HExdZgNwgHuFB/efPH7pZCLOL8f///wyioqL/6enbL1++MAIEGABvGSLA+9GPZwAAAABJRU5ErkJggg==",
+ "iVBORw0KGgoAAAANSUhEUgAAAAUAAAAECAYAAABGM/VAAAAAAXNSR0IArs4c6QAAAARnQU1BAACxjwv8YQUAAAAZdEVYdFNvZnR3YXJlAEFkb2JlIEltYWdlUmVhZHlxyWU8AAAAMElEQVQYV2P4//8/Q1FR0X8YBvHBAp8+ffp/+fJlMA3igwUfPnwIFgDRYEFM7f8ZAG1EOYL9INrfAAAAAElFTkSuQmCC",
+ "iVBORw0KGgoAAAANSUhEUgAAAAkAAAAFCAYAAACXU8ZrAAAAAXNSR0IArs4c6QAAAARnQU1BAACxjwv8YQUAAAAZdEVYdFNvZnR3YXJlAEFkb2JlIEltYWdlUmVhZHlxyWU8AAAAIElEQVQYV2P49OnTf0KYobCw8D8hzPD/P2FMLesK/wMAs5yJpK+6aN4AAAAASUVORK5CYII=",
+ "iVBORw0KGgoAAAANSUhEUgAAAAgAAAACCAIAAADq9gq6AAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAABVJREFUeNpiVFZWZsAGmBhwAIAAAwAURgBt4C03ZwAAAABJRU5ErkJggg==",
+ "iVBORw0KGgoAAAANSUhEUgAAAAgAAAACCAIAAADq9gq6AAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAABVJREFUeNpivHPnDgM2wMSAAwAEGAB8VgKYlvqkBwAAAABJRU5ErkJggg==",
+ "iVBORw0KGgoAAAANSUhEUgAAAAUAAAAECAYAAABGM/VAAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAEFJREFUeNpi/P//P0NxcfF/BgRgZP78+fN/VVVVhpCQEAZjY2OGs2fPNrCApBwdHRkePHgAVwoWnDVrFgMyAAgwAAt4E1dCq1obAAAAAElFTkSuQmCC"
+ };
+ /// <summary>
+ /// Resource assets for dark skin.
+ /// </summary>
+ /// <remarks>
+ /// <para>Resource assets are PNG images which have been encoded using a base-64
+ /// string so that actual asset files are not necessary.</para>
+ /// </remarks>
+ private static string[] s_DarkSkin = {
+ "iVBORw0KGgoAAAANSUhEUgAAAB4AAAAQCAYAAAABOs/SAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAIBJREFUeNpiVFZW/u/i4sLw4sULBnoACQkJhj179jAwMQwQGHoWl5aWgvHI8TGlgIXU4MUn1t3dPcx8HB8fD2cvXLgQQ0xHR4c2FmMzmBTLhl5QYwt2cn1MtsXkWjg4gvrt27fgWoMeAGQXCDD+//+fQUVF5T89fXvnzh1GgAADAFmSI1Ed3FqgAAAAAElFTkSuQmCC",
+ "iVBORw0KGgoAAAANSUhEUgAAAB4AAAAQCAYAAAABOs/SAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAHlJREFUeNpiFBER+f/jxw8GNjY2BnqAX79+MXBwcDAwMQwQGHoWv3nzBoxHjo8pBSykBi8+MWAOGWY+5uLigrO/ffuGIYbMppnF5Fg2tFM1yKfk+pbkoKZGEA+OVP3nzx+6WQizi/H///8MoqKi/+np2y9fvjACBBgAoTYjgvihfz0AAAAASUVORK5CYII=",
+ "iVBORw0KGgoAAAANSUhEUgAAAAUAAAAECAYAAABGM/VAAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAD1JREFUeNpi/P//P4OKisp/Bii4c+cOIwtIwMXFheHFixcMEhISYAVMINm3b9+CBUA0CDCiazc0NGQECDAAdH0YelA27kgAAAAASUVORK5CYII=",
+ "iVBORw0KGgoAAAANSUhEUgAAAAkAAAAFCAYAAACXU8ZrAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAACRJREFUeNpizM3N/c9AADAqKysTVMTi5eXFSFAREFPHOoAAAwBCfwcAO8g48QAAAABJRU5ErkJggg==",
+ "iVBORw0KGgoAAAANSUhEUgAAAAgAAAAECAYAAACzzX7wAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAACJJREFUeNpi/P//PwM+wHL06FG8KpgYCABGZWVlvCYABBgA7/sHvGw+cz8AAAAASUVORK5CYII=",
+ "iVBORw0KGgoAAAANSUhEUgAAAAgAAAAECAYAAACzzX7wAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAACBJREFUeNpi/P//PwM+wPKfgAomBgKAhYuLC68CgAADAAxjByOjCHIRAAAAAElFTkSuQmCC",
+ "iVBORw0KGgoAAAANSUhEUgAAAAUAAAAECAYAAABGM/VAAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAADtJREFUeNpi/P//P4OKisp/Bii4c+cOIwtIQE9Pj+HLly9gQRCfBcQACbx69QqmmAEseO/ePQZkABBgAD04FXsmmijSAAAAAElFTkSuQmCC"
+ };
+
+ /// <summary>
+ /// Gets light or dark texture "add_button.png".
+ /// </summary>
+ public static Texture2D texAddButton
+ {
+ get { return s_Cached[ (int)ResourceName.add_button ]; }
+ }
+ /// <summary>
+ /// Gets light or dark texture "add_button_active.png".
+ /// </summary>
+ public static Texture2D texAddButtonActive
+ {
+ get { return s_Cached[ (int)ResourceName.add_button_active ]; }
+ }
+ /// <summary>
+ /// Gets light or dark texture "container_background.png".
+ /// </summary>
+ public static Texture2D texContainerBackground
+ {
+ get { return s_Cached[ (int)ResourceName.container_background ]; }
+ }
+ /// <summary>
+ /// Gets light or dark texture "grab_handle.png".
+ /// </summary>
+ public static Texture2D texGrabHandle
+ {
+ get { return s_Cached[ (int)ResourceName.grab_handle ]; }
+ }
+ /// <summary>
+ /// Gets light or dark texture "remove_button.png".
+ /// </summary>
+ public static Texture2D texRemoveButton
+ {
+ get { return s_Cached[ (int)ResourceName.remove_button ]; }
+ }
+ /// <summary>
+ /// Gets light or dark texture "remove_button_active.png".
+ /// </summary>
+ public static Texture2D texRemoveButtonActive
+ {
+ get { return s_Cached[ (int)ResourceName.remove_button_active ]; }
+ }
+ /// <summary>
+ /// Gets light or dark texture "title_background.png".
+ /// </summary>
+ public static Texture2D texTitleBackground
+ {
+ get { return s_Cached[ (int)ResourceName.title_background ]; }
+ }
+
+ #endregion
+
+ #region Generated Resources
+
+ public static Texture2D texItemSplitter { get; private set; }
+
+ /// <summary>
+ /// Generate special textures.
+ /// </summary>
+ private static void GenerateSpecialTextures()
+ {
+ var splitterColor = EditorGUIUtility.isProSkin
+ ? new Color( 1f, 1f, 1f, 0.14f )
+ : new Color( 0.59f, 0.59f, 0.59f, 0.55f )
+ ;
+ texItemSplitter = CreatePixelTexture( "(Generated) Item Splitter", splitterColor );
+ }
+
+ /// <summary>
+ /// Create 1x1 pixel texture of specified color.
+ /// </summary>
+ /// <param name="name">Name for texture object.</param>
+ /// <param name="color">Pixel color.</param>
+ /// <returns>
+ /// The new <c>Texture2D</c> instance.
+ /// </returns>
+ public static Texture2D CreatePixelTexture( string name, Color color )
+ {
+ var tex = new Texture2D( 1, 1, TextureFormat.ARGB32, false, true );
+ tex.name = name;
+ tex.hideFlags = HideFlags.HideAndDontSave;
+ tex.filterMode = FilterMode.Point;
+ tex.SetPixel( 0, 0, color );
+ tex.Apply();
+ return tex;
+ }
+
+ #endregion
+
+ #region Load PNG from Base-64 Encoded String
+
+ private static Texture2D[] s_Cached;
+
+ /// <summary>
+ /// Read textures from base-64 encoded strings. Automatically selects assets based
+ /// upon whether the light or dark (pro) skin is active.
+ /// </summary>
+ private static void LoadResourceAssets()
+ {
+ var skin = EditorGUIUtility.isProSkin ? s_DarkSkin : s_LightSkin;
+ s_Cached = new Texture2D[ skin.Length ];
+
+ for( int i = 0; i < s_Cached.Length; ++i )
+ {
+ // Get image data (PNG) from base64 encoded strings.
+ byte[] imageData = Convert.FromBase64String( skin[ i ] );
+
+ // Gather image size from image data.
+ int texWidth, texHeight;
+ GetImageSize( imageData, out texWidth, out texHeight );
+
+ // Generate texture asset.
+ var tex = new Texture2D( texWidth, texHeight, TextureFormat.ARGB32, false, true );
+ tex.hideFlags = HideFlags.HideAndDontSave;
+ tex.name = "(Generated) ReorderableList:" + i;
+ tex.filterMode = FilterMode.Point;
+ tex.LoadImage( imageData );
+
+ s_Cached[ i ] = tex;
+ }
+
+ s_LightSkin = null;
+ s_DarkSkin = null;
+ }
+
+ /// <summary>
+ /// Read width and height if PNG file in pixels.
+ /// </summary>
+ /// <param name="imageData">PNG image data.</param>
+ /// <param name="width">Width of image in pixels.</param>
+ /// <param name="height">Height of image in pixels.</param>
+ private static void GetImageSize( byte[] imageData, out int width, out int height )
+ {
+ width = ReadInt( imageData, 3 + 15 );
+ height = ReadInt( imageData, 3 + 15 + 2 + 2 );
+ }
+
+ private static int ReadInt( byte[] imageData, int offset )
+ {
+ return ( imageData[ offset ] << 8 ) | imageData[ offset + 1 ];
+ }
+
+ #endregion
+
+ #region GUI Helper
+ private static GUIStyle s_TempStyle = new GUIStyle();
+
+ /// <summary>
+ /// Draw texture using <see cref="GUIStyle"/> to workaround bug in Unity where
+ /// <see cref="GUI.DrawTexture"/> flickers when embedded inside a property drawer.
+ /// </summary>
+ /// <param name="position">Position of which to draw texture in space of GUI.</param>
+ /// <param name="texture">Texture.</param>
+ public static void DrawTexture( Rect position, Texture2D texture )
+ {
+ if( Event.current.type != EventType.Repaint )
+ return;
+
+ s_TempStyle.normal.background = texture;
+
+ s_TempStyle.Draw( position, GUIContent.none, false, false, false, false );
+ }
+ #endregion
+
+ }
+
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/ReordableList/ReorderableListResources.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/ReordableList/ReorderableListResources.cs.meta
new file mode 100644
index 0000000..7f43a21
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/ReordableList/ReorderableListResources.cs.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 60c609ded101b0a468fb5cf27b31cf27
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/ServerSettingsInspector.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/ServerSettingsInspector.cs
new file mode 100644
index 0000000..0d5da29
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/ServerSettingsInspector.cs
@@ -0,0 +1,322 @@
+// ----------------------------------------------------------------------------
+// <copyright file="ServerSettingsInspector.cs" company="Exit Games GmbH">
+// PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH
+// </copyright>
+// <summary>
+// This is a custom editor for the ServerSettings scriptable object.
+// </summary>
+// <author>developer@exitgames.com</author>
+// ----------------------------------------------------------------------------
+
+using System;
+using UnityEditor;
+using UnityEngine;
+
+using Photon.Pun;
+
+using ExitGames.Client.Photon;
+using System.Collections.Generic;
+using System.Reflection;
+using Photon.Realtime;
+
+namespace Photon.Pun
+{
+ [CustomEditor(typeof(ServerSettings))]
+ public class ServerSettingsInspector : Editor
+ {
+ private string versionPhoton;
+
+ private string[] regionsPrefsList;
+
+ private string prefLabel;
+ private const string notAvailableLabel = "n/a";
+
+ private string rpcCrc;
+ private bool showRpcs;
+
+ private GUIStyle vertboxStyle;
+
+ public void Awake()
+ {
+ this.versionPhoton = System.Reflection.Assembly.GetAssembly(typeof(PhotonPeer)).GetName().Version.ToString();
+ }
+
+
+ public override void OnInspectorGUI()
+ {
+ if (vertboxStyle == null)
+ vertboxStyle = new GUIStyle("HelpBox") { padding = new RectOffset(6, 6, 6, 6) };
+
+ SerializedObject sObj = new SerializedObject(this.target);
+ ServerSettings settings = this.target as ServerSettings;
+
+
+ EditorGUI.BeginChangeCheck();
+
+ #region Version Vertical Box
+
+ EditorGUILayout.BeginVertical(/*vertboxStyle*/);
+ EditorGUILayout.BeginHorizontal();
+ EditorGUILayout.PrefixLabel(new GUIContent("Version:", "Version of PUN and Photon3Unity3d.dll."));
+ GUILayout.FlexibleSpace();
+ var helpicorect = EditorGUILayout.GetControlRect(GUILayout.MaxWidth(16));
+ EditorGUIUtility.AddCursorRect(helpicorect, MouseCursor.Link);
+ if (GUI.Button(helpicorect, PhotonGUI.HelpIcon, GUIStyle.none))
+ {
+ Application.OpenURL(PhotonEditor.UrlPunSettings);
+ }
+ EditorGUILayout.EndHorizontal();
+ EditorGUILayout.LabelField("Pun: " + PhotonNetwork.PunVersion + " Photon lib: " + this.versionPhoton);
+ EditorGUILayout.EndVertical();
+
+ #endregion Version Vertical Box
+
+ EditorGUI.indentLevel--;
+ SerializedProperty showSettingsProp = this.serializedObject.FindProperty("ShowSettings");
+ bool showSettings = showSettingsProp.Foldout(new GUIContent("Server/Cloud Settings", "Core Photon Server/Cloud settings."));
+ EditorGUI.indentLevel++;
+
+
+ if (showSettings != settings.ShowSettings)
+ {
+ showSettingsProp.boolValue = showSettings;
+ }
+
+ if (showSettingsProp.boolValue)
+ {
+ SerializedProperty settingsSp = this.serializedObject.FindProperty("AppSettings");
+
+ EditorGUI.indentLevel++;
+
+ //Realtime APP ID
+ this.BuildAppIdField(settingsSp.FindPropertyRelative("AppIdRealtime"), "App Id PUN");
+
+ if (PhotonEditorUtils.HasChat)
+ {
+ this.BuildAppIdField(settingsSp.FindPropertyRelative("AppIdChat"));
+ }
+ if (PhotonEditorUtils.HasVoice)
+ {
+ this.BuildAppIdField(settingsSp.FindPropertyRelative("AppIdVoice"));
+ }
+
+ EditorGUILayout.PropertyField(settingsSp.FindPropertyRelative("AppVersion"));
+ EditorGUILayout.PropertyField(settingsSp.FindPropertyRelative("UseNameServer"), new GUIContent("Use Name Server", "Photon Cloud requires this checked.\nUncheck for Photon Server SDK (OnPremise)."));
+ EditorGUILayout.PropertyField(settingsSp.FindPropertyRelative("FixedRegion"), new GUIContent("Fixed Region", "Photon Cloud setting, needs a Name Server.\nDefine one region to always connect to.\nLeave empty to use the best region from a server-side region list."));
+ EditorGUILayout.PropertyField(settingsSp.FindPropertyRelative("Server"), new GUIContent("Server", "Typically empty for Photon Cloud.\nFor Photon OnPremise, enter your host name or IP. Also uncheck \"Use Name Server\" for older Photon OnPremise servers."));
+ EditorGUILayout.PropertyField(settingsSp.FindPropertyRelative("Port"), new GUIContent("Port", "Leave 0 to use default Photon Cloud ports for the Name Server.\nOnPremise defaults to 5055 for UDP and 4530 for TCP."));
+ EditorGUILayout.PropertyField(settingsSp.FindPropertyRelative("ProxyServer"), new GUIContent("Proxy Server", "HTTP Proxy Server for WebSocket connection. See LoadBalancingClient.ProxyServerAddress for options."));
+ EditorGUILayout.PropertyField(settingsSp.FindPropertyRelative("Protocol"), new GUIContent("Protocol", "Use UDP where possible.\nWSS works on WebGL and Xbox exports.\nDefine WEBSOCKET for use on other platforms."));
+ EditorGUILayout.PropertyField(settingsSp.FindPropertyRelative("EnableProtocolFallback"), new GUIContent("Protocol Fallback", "Automatically try another network protocol, if initial connect fails.\nWill use default Name Server ports."));
+ EditorGUILayout.PropertyField(settingsSp.FindPropertyRelative("EnableLobbyStatistics"), new GUIContent("Lobby Statistics", "When using multiple room lists (lobbies), the server can send info about their usage."));
+ EditorGUILayout.PropertyField(settingsSp.FindPropertyRelative("NetworkLogging"), new GUIContent("Network Logging", "Log level for the Photon libraries."));
+ EditorGUI.indentLevel--;
+ }
+
+ EditorGUILayout.PropertyField(this.serializedObject.FindProperty("PunLogging"), new GUIContent("PUN Logging", "Log level for the PUN layer."));
+ EditorGUILayout.PropertyField(this.serializedObject.FindProperty("EnableSupportLogger"), new GUIContent("Support Logger", "Logs additional info for debugging.\nUse this when you submit bugs to the Photon Team."));
+ EditorGUILayout.PropertyField(this.serializedObject.FindProperty("RunInBackground"), new GUIContent("Run In Background", "Enables apps to keep the connection without focus. Android and iOS ignore this."));
+ EditorGUILayout.PropertyField(this.serializedObject.FindProperty("StartInOfflineMode"), new GUIContent("Start In Offline Mode", "Simulates an online connection.\nPUN can be used as usual."));
+
+ EditorGUILayout.PropertyField(this.serializedObject.FindProperty("DevRegion"), new GUIContent("Dev Region", "Photon Cloud setting, needs a Name Server.\nDefine region the Editor and Development builds will always connect to - ensuring all users can find common rooms.\nLeave empty to use the Fixed Region or best region from a server-side region list. This value will be ignored for non-Development builds."));
+
+ #region Best Region Box
+
+ EditorGUILayout.BeginVertical(vertboxStyle);
+
+ if (!string.IsNullOrEmpty(PhotonNetwork.BestRegionSummaryInPreferences))
+ {
+ this.regionsPrefsList = PhotonNetwork.BestRegionSummaryInPreferences.Split(new[] {';'}, StringSplitOptions.RemoveEmptyEntries);
+ if (this.regionsPrefsList.Length < 2)
+ {
+ this.prefLabel = notAvailableLabel;
+ }
+ else
+ {
+ this.prefLabel = string.Format("'{0}' ping:{1}ms ", this.regionsPrefsList[0], this.regionsPrefsList[1]);
+ }
+ }
+ else
+ {
+ this.prefLabel = notAvailableLabel;
+ }
+
+ EditorGUILayout.LabelField(new GUIContent("Best Region Preference: " + prefLabel, "Best region is used if Fixed Region is empty."));
+
+ EditorGUILayout.BeginHorizontal();
+
+ var resetrect = EditorGUILayout.GetControlRect(GUILayout.MinWidth(64));
+ var editrect = EditorGUILayout.GetControlRect(GUILayout.MinWidth(64));
+ if (GUI.Button(resetrect, "Reset", EditorStyles.miniButton))
+ {
+ ServerSettings.ResetBestRegionCodeInPreferences();
+ }
+
+ if (GUI.Button(editrect, "Edit WhiteList", EditorStyles.miniButton))
+ {
+ Application.OpenURL("https://dashboard.photonengine.com/en-US/App/RegionsWhitelistEdit/" + PhotonNetwork.PhotonServerSettings.AppSettings.AppIdRealtime);
+
+ }
+
+ EditorGUILayout.EndHorizontal();
+ EditorGUILayout.EndVertical();
+
+ #endregion Best Region Box
+
+
+ //this.showRpcs = EditorGUILayout.Foldout(this.showRpcs, new GUIContent("RPCs", "RPC shortcut list."));
+ EditorGUI.indentLevel--;
+ this.showRpcs = this.showRpcs.Foldout(new GUIContent("RPCs", "RPC shortcut list."));
+ EditorGUI.indentLevel++;
+
+ if (this.showRpcs)
+ {
+ // first time check to get the rpc has proper
+ if (string.IsNullOrEmpty(this.rpcCrc))
+ {
+ this.rpcCrc = this.RpcListHashCode().ToString("X");
+ }
+
+ #region Begin Vertical Box CRC
+
+ EditorGUILayout.BeginVertical(vertboxStyle);
+
+ EditorGUILayout.BeginHorizontal();
+ EditorGUILayout.PrefixLabel("List CRC");
+
+ EditorGUI.indentLevel--;
+ var copyrect = EditorGUILayout.GetControlRect(GUILayout.MaxWidth(16));
+ EditorGUILayout.GetControlRect(GUILayout.MaxWidth(12));
+ var hashrect = EditorGUILayout.GetControlRect(GUILayout.MinWidth(16)); // new Rect(copyrect) { xMin = copyrect.xMin + 32 };
+
+ EditorGUIUtility.AddCursorRect(copyrect, MouseCursor.Link);
+ EditorGUI.LabelField(copyrect, new GUIContent("", "Copy Hashcode to Clipboard"));
+ if (GUI.Button(copyrect, PhotonGUI.CopyIcon, GUIStyle.none))
+ {
+ Debug.Log("RPC-List HashCode copied into your ClipBoard: " + this.rpcCrc + ". Make sure clients that send each other RPCs have the same RPC-List.");
+ EditorGUIUtility.systemCopyBuffer = this.rpcCrc;
+ }
+ EditorGUI.SelectableLabel(hashrect, this.rpcCrc);
+
+ EditorGUILayout.EndHorizontal();
+
+ EditorGUI.indentLevel++;
+
+ EditorGUILayout.BeginHorizontal();
+
+ var refreshrect = EditorGUILayout.GetControlRect(GUILayout.MinWidth(64));
+ var clearrect = EditorGUILayout.GetControlRect(GUILayout.MinWidth(64));
+
+ if (GUI.Button(refreshrect, "Refresh RPCs", EditorStyles.miniButton))
+ {
+ PhotonEditor.UpdateRpcList();
+ this.Repaint();
+ }
+
+ if (GUI.Button(clearrect, "Clear RPCs", EditorStyles.miniButton))
+ {
+ PhotonEditor.ClearRpcList();
+ }
+
+ EditorGUILayout.EndHorizontal();
+
+ EditorGUILayout.EndVertical();
+
+ #endregion End Vertical Box CRC
+
+ EditorGUI.indentLevel++;
+
+ SerializedProperty sRpcs = sObj.FindProperty("RpcList");
+ EditorGUILayout.PropertyField(sRpcs, true);
+
+ EditorGUI.indentLevel--;
+ }
+
+ if (EditorGUI.EndChangeCheck())
+ {
+ sObj.ApplyModifiedProperties();
+ this.serializedObject.ApplyModifiedProperties();
+
+ // cache the rpc hash
+ this.rpcCrc = this.RpcListHashCode().ToString("X");
+ }
+
+ #region Simple Settings
+
+ /// Conditional Simple Sync Settings DrawGUI - Uses reflection to avoid having to hard connect the libraries
+ var SettingsScriptableObjectBaseType = GetType("Photon.Utilities.SettingsScriptableObjectBase");
+ if (SettingsScriptableObjectBaseType != null)
+ {
+ EditorGUILayout.GetControlRect(false, 3);
+
+ EditorGUILayout.LabelField("Simple Extension Settings", (GUIStyle)"BoldLabel");
+
+ var drawAllMethod = SettingsScriptableObjectBaseType.GetMethod("DrawAllSettings");
+
+ if (drawAllMethod != null && this != null)
+ {
+ bool initializeAsOpen = false;
+ drawAllMethod.Invoke(null, new object[2] { this, initializeAsOpen });
+
+ }
+ }
+
+
+ #endregion
+ }
+
+ private static Type GetType(string typeName)
+ {
+ var type = Type.GetType(typeName);
+ if (type != null) return type;
+ foreach (var a in AppDomain.CurrentDomain.GetAssemblies())
+ {
+ type = a.GetType(typeName);
+ if (type != null)
+ return type;
+ }
+ return null;
+ }
+
+ private int RpcListHashCode()
+ {
+ // this is a hashcode generated to (more) easily compare this Editor's RPC List with some other
+ int hashCode = PhotonNetwork.PhotonServerSettings.RpcList.Count + 1;
+ foreach (string s in PhotonNetwork.PhotonServerSettings.RpcList)
+ {
+ int h1 = s.GetHashCode();
+ hashCode = ((h1 << 5) + h1) ^ hashCode;
+ }
+ return hashCode;
+ }
+
+ private void BuildAppIdField(SerializedProperty property, string label = null)
+ {
+ EditorGUILayout.BeginHorizontal();
+
+ if (label != null)
+ {
+ EditorGUILayout.PropertyField(property, new GUIContent(label), GUILayout.MinWidth(32));
+ }
+ else
+ {
+ EditorGUILayout.PropertyField(property, GUILayout.MinWidth(32));
+ }
+
+ property.stringValue = property.stringValue.Trim();
+ string appId = property.stringValue;
+
+ string url = "https://dashboard.photonengine.com/en-US/PublicCloud";
+
+ if (!string.IsNullOrEmpty(appId))
+ {
+ url = string.Format("https://dashboard.photonengine.com/en-US/App/Manage/{0}", appId);
+ }
+ if (GUILayout.Button("Dashboard", EditorStyles.miniButton, GUILayout.MinWidth(78), GUILayout.MaxWidth(78)))
+ {
+ Application.OpenURL(url);
+ }
+ EditorGUILayout.EndHorizontal();
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/ServerSettingsInspector.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/ServerSettingsInspector.cs.meta
new file mode 100644
index 0000000..d9f769d
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/ServerSettingsInspector.cs.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 21239ba77ac4b534f958e8617ef13ede
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views.meta
new file mode 100644
index 0000000..666c47e
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: c6024eaa234f94341af9e45cc99285c7
+folderAsset: yes
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views/MonoBehaviourPunEditor.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views/MonoBehaviourPunEditor.cs
new file mode 100644
index 0000000..6d50f53
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views/MonoBehaviourPunEditor.cs
@@ -0,0 +1,40 @@
+// ----------------------------------------------------------------------------
+// <copyright file="PhotonAnimatorViewEditor.cs" company="Exit Games GmbH">
+// PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH
+// </copyright>
+// <summary>
+// This is a custom editor for the AnimatorView component.
+// </summary>
+// <author>developer@exitgames.com</author>
+// ----------------------------------------------------------------------------
+
+namespace Photon.Pun
+{
+ using UnityEditor;
+ using UnityEngine;
+
+ [CustomEditor(typeof(MonoBehaviourPun))]
+ public abstract class MonoBehaviourPunEditor : Editor
+ {
+ MonoBehaviourPun mbTarget;
+
+ private void OnEnable()
+ {
+ mbTarget = target as MonoBehaviourPun;
+ }
+
+ public override void OnInspectorGUI()
+ {
+ mbTarget = target as MonoBehaviourPun;
+
+ base.OnInspectorGUI();
+
+ if (mbTarget.photonView == null)
+ {
+ EditorGUILayout.HelpBox("Unable to find a PhotonView on this GameObject or on any parent GameObject.", MessageType.Warning);
+ }
+ }
+
+
+ }
+}
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views/MonoBehaviourPunEditor.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views/MonoBehaviourPunEditor.cs.meta
new file mode 100644
index 0000000..9fbb5e9
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views/MonoBehaviourPunEditor.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 6da457ee57ad5794782f1f76644536e4
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views/PhotonAnimatorViewEditor.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views/PhotonAnimatorViewEditor.cs
new file mode 100644
index 0000000..4bd5143
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views/PhotonAnimatorViewEditor.cs
@@ -0,0 +1,295 @@
+// ----------------------------------------------------------------------------
+// <copyright file="PhotonAnimatorViewEditor.cs" company="Exit Games GmbH">
+// PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH
+// </copyright>
+// <summary>
+// This is a custom editor for the AnimatorView component.
+// </summary>
+// <author>developer@exitgames.com</author>
+// ----------------------------------------------------------------------------
+
+
+namespace Photon.Pun
+{
+ using System.Collections.Generic;
+ using UnityEditor;
+ using UnityEditor.Animations;
+ using UnityEngine;
+
+
+ [CustomEditor(typeof(PhotonAnimatorView))]
+ public class PhotonAnimatorViewEditor : MonoBehaviourPunEditor
+ {
+ private Animator m_Animator;
+ private PhotonAnimatorView m_Target;
+ private AnimatorController m_Controller;
+
+ public override void OnInspectorGUI()
+ {
+ base.OnInspectorGUI();
+
+ if (this.m_Animator == null)
+ {
+ EditorGUILayout.HelpBox("GameObject doesn't have an Animator component to synchronize", MessageType.Warning);
+ return;
+ }
+
+ this.DrawWeightInspector();
+
+ if (this.GetLayerCount() == 0)
+ {
+ EditorGUILayout.HelpBox("Animator doesn't have any layers setup to synchronize", MessageType.Warning);
+ }
+
+ this.DrawParameterInspector();
+
+ if (this.GetParameterCount() == 0)
+ {
+ EditorGUILayout.HelpBox("Animator doesn't have any parameters setup to synchronize", MessageType.Warning);
+ }
+
+ this.serializedObject.ApplyModifiedProperties();
+
+ //GUILayout.Label( "m_SynchronizeLayers " + serializedObject.FindProperty( "m_SynchronizeLayers" ).arraySize );
+ //GUILayout.Label( "m_SynchronizeParameters " + serializedObject.FindProperty( "m_SynchronizeParameters" ).arraySize );
+ }
+
+
+ private int GetLayerCount()
+ {
+ return (this.m_Controller == null) ? 0 : this.m_Controller.layers.Length;
+ }
+
+ private int GetParameterCount()
+ {
+ return (this.m_Controller == null) ? 0 : this.m_Controller.parameters.Length;
+ }
+
+ private AnimatorControllerParameter GetAnimatorControllerParameter(int i)
+ {
+ return this.m_Controller.parameters[i];
+ }
+
+
+ private RuntimeAnimatorController GetEffectiveController(Animator animator)
+ {
+ RuntimeAnimatorController controller = animator.runtimeAnimatorController;
+
+ AnimatorOverrideController overrideController = controller as AnimatorOverrideController;
+ while (overrideController != null)
+ {
+ controller = overrideController.runtimeAnimatorController;
+ overrideController = controller as AnimatorOverrideController;
+ }
+
+ return controller;
+ }
+
+ private void OnEnable()
+ {
+ this.m_Target = (PhotonAnimatorView)this.target;
+ this.m_Animator = this.m_Target.GetComponent<Animator>();
+
+ if (m_Animator)
+ {
+ this.m_Controller = this.GetEffectiveController(this.m_Animator) as AnimatorController;
+
+ this.CheckIfStoredParametersExist();
+ }
+ }
+
+ private void DrawWeightInspector()
+ {
+ SerializedProperty foldoutProperty = this.serializedObject.FindProperty("ShowLayerWeightsInspector");
+ foldoutProperty.boolValue = PhotonGUI.ContainerHeaderFoldout("Synchronize Layer Weights", foldoutProperty.boolValue);
+
+ if (foldoutProperty.boolValue == false)
+ {
+ return;
+ }
+
+ float lineHeight = 20;
+ Rect containerRect = PhotonGUI.ContainerBody(this.GetLayerCount() * lineHeight);
+
+ for (int i = 0; i < this.GetLayerCount(); ++i)
+ {
+ if (this.m_Target.DoesLayerSynchronizeTypeExist(i) == false)
+ {
+ this.m_Target.SetLayerSynchronized(i, PhotonAnimatorView.SynchronizeType.Disabled);
+ }
+
+ PhotonAnimatorView.SynchronizeType syncType = this.m_Target.GetLayerSynchronizeType(i);
+
+ Rect elementRect = new Rect(containerRect.xMin, containerRect.yMin + i * lineHeight, containerRect.width, lineHeight);
+
+ Rect labelRect = new Rect(elementRect.xMin + 5, elementRect.yMin + 2, EditorGUIUtility.labelWidth - 5, elementRect.height);
+ GUI.Label(labelRect, "Layer " + i);
+
+ Rect popupRect = new Rect(elementRect.xMin + EditorGUIUtility.labelWidth, elementRect.yMin + 2, elementRect.width - EditorGUIUtility.labelWidth - 5, EditorGUIUtility.singleLineHeight);
+ syncType = (PhotonAnimatorView.SynchronizeType)EditorGUI.EnumPopup(popupRect, syncType);
+
+ if (i < this.GetLayerCount() - 1)
+ {
+ Rect splitterRect = new Rect(elementRect.xMin + 2, elementRect.yMax, elementRect.width - 4, 1);
+ PhotonGUI.DrawSplitter(splitterRect);
+ }
+
+ if (syncType != this.m_Target.GetLayerSynchronizeType(i))
+ {
+ Undo.RecordObject(this.target, "Modify Synchronize Layer Weights");
+ this.m_Target.SetLayerSynchronized(i, syncType);
+ }
+ }
+ }
+
+ private bool DoesParameterExist(string name)
+ {
+ for (int i = 0; i < this.GetParameterCount(); ++i)
+ {
+ if (this.GetAnimatorControllerParameter(i).name == name)
+ {
+ return true;
+ }
+ }
+
+ return false;
+ }
+
+ private void CheckIfStoredParametersExist()
+ {
+ var syncedParams = this.m_Target.GetSynchronizedParameters();
+ List<string> paramsToRemove = new List<string>();
+
+ for (int i = 0; i < syncedParams.Count; ++i)
+ {
+ string parameterName = syncedParams[i].Name;
+ if (this.DoesParameterExist(parameterName) == false)
+ {
+ Debug.LogWarning("Parameter '" + this.m_Target.GetSynchronizedParameters()[i].Name + "' doesn't exist anymore. Removing it from the list of synchronized parameters");
+ paramsToRemove.Add(parameterName);
+ }
+ }
+
+ if (paramsToRemove.Count > 0)
+ {
+ foreach (string param in paramsToRemove)
+ {
+ this.m_Target.GetSynchronizedParameters().RemoveAll(item => item.Name == param);
+ }
+ }
+ }
+
+
+ private void DrawParameterInspector()
+ {
+ // flag to expose a note in Interface if one or more trigger(s) are synchronized
+ bool isUsingTriggers = false;
+
+ SerializedProperty foldoutProperty = this.serializedObject.FindProperty("ShowParameterInspector");
+ foldoutProperty.boolValue = PhotonGUI.ContainerHeaderFoldout("Synchronize Parameters", foldoutProperty.boolValue);
+
+ if (foldoutProperty.boolValue == false)
+ {
+ return;
+ }
+
+ float lineHeight = 20;
+ Rect containerRect = PhotonGUI.ContainerBody(this.GetParameterCount() * lineHeight);
+
+ for (int i = 0; i < this.GetParameterCount(); i++)
+ {
+ AnimatorControllerParameter parameter = null;
+ parameter = this.GetAnimatorControllerParameter(i);
+
+ string defaultValue = "";
+
+ if (parameter.type == AnimatorControllerParameterType.Bool)
+ {
+ if (Application.isPlaying && this.m_Animator.gameObject.activeInHierarchy)
+ {
+ defaultValue += this.m_Animator.GetBool(parameter.name);
+ }
+ else
+ {
+ defaultValue += parameter.defaultBool.ToString();
+ }
+ }
+ else if (parameter.type == AnimatorControllerParameterType.Float)
+ {
+ if (Application.isPlaying && this.m_Animator.gameObject.activeInHierarchy)
+ {
+ defaultValue += this.m_Animator.GetFloat(parameter.name).ToString("0.00");
+ }
+ else
+ {
+ defaultValue += parameter.defaultFloat.ToString();
+ }
+ }
+ else if (parameter.type == AnimatorControllerParameterType.Int)
+ {
+ if (Application.isPlaying && this.m_Animator.gameObject.activeInHierarchy)
+ {
+ defaultValue += this.m_Animator.GetInteger(parameter.name);
+ }
+ else
+ {
+ defaultValue += parameter.defaultInt.ToString();
+ }
+ }
+ else if (parameter.type == AnimatorControllerParameterType.Trigger)
+ {
+ if (Application.isPlaying && this.m_Animator.gameObject.activeInHierarchy)
+ {
+ defaultValue += this.m_Animator.GetBool(parameter.name);
+ }
+ else
+ {
+ defaultValue += parameter.defaultBool.ToString();
+ }
+ }
+
+ if (this.m_Target.DoesParameterSynchronizeTypeExist(parameter.name) == false)
+ {
+ this.m_Target.SetParameterSynchronized(parameter.name, (PhotonAnimatorView.ParameterType)parameter.type, PhotonAnimatorView.SynchronizeType.Disabled);
+ }
+
+ PhotonAnimatorView.SynchronizeType value = this.m_Target.GetParameterSynchronizeType(parameter.name);
+
+ // check if using trigger and actually synchronizing it
+ if (value != PhotonAnimatorView.SynchronizeType.Disabled && parameter.type == AnimatorControllerParameterType.Trigger)
+ {
+ isUsingTriggers = true;
+ }
+
+ Rect elementRect = new Rect(containerRect.xMin, containerRect.yMin + i * lineHeight, containerRect.width, lineHeight);
+
+ Rect labelRect = new Rect(elementRect.xMin + 5, elementRect.yMin + 2, EditorGUIUtility.labelWidth - 5, elementRect.height);
+ GUI.Label(labelRect, parameter.name + " (" + defaultValue + ")");
+
+ Rect popupRect = new Rect(elementRect.xMin + EditorGUIUtility.labelWidth, elementRect.yMin + 2, elementRect.width - EditorGUIUtility.labelWidth - 5, EditorGUIUtility.singleLineHeight);
+ value = (PhotonAnimatorView.SynchronizeType)EditorGUI.EnumPopup(popupRect, value);
+
+ if (i < this.GetParameterCount() - 1)
+ {
+ Rect splitterRect = new Rect(elementRect.xMin + 2, elementRect.yMax, elementRect.width - 4, 1);
+ PhotonGUI.DrawSplitter(splitterRect);
+ }
+
+ if (value != this.m_Target.GetParameterSynchronizeType(parameter.name))
+ {
+ Undo.RecordObject(this.target, "Modify Synchronize Parameter " + parameter.name);
+ this.m_Target.SetParameterSynchronized(parameter.name, (PhotonAnimatorView.ParameterType)parameter.type, value);
+ }
+ }
+
+ // display note when synchronized triggers are detected.
+ if (isUsingTriggers)
+ {
+ EditorGUILayout.HelpBox("When using triggers, make sure this component is last in the stack. " +
+ "If you still experience issues, implement triggers as a regular RPC " +
+ "or in custom IPunObservable component instead.", MessageType.Warning);
+
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views/PhotonAnimatorViewEditor.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views/PhotonAnimatorViewEditor.cs.meta
new file mode 100644
index 0000000..c6e48af
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views/PhotonAnimatorViewEditor.cs.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: a3f61bade114730459f7ad45f5f292c1
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views/PhotonRigidbody2DViewEditor.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views/PhotonRigidbody2DViewEditor.cs
new file mode 100644
index 0000000..ffeb6db
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views/PhotonRigidbody2DViewEditor.cs
@@ -0,0 +1,50 @@
+// ----------------------------------------------------------------------------
+// <copyright file="PhotonRigidbody2DViewEditor.cs" company="Exit Games GmbH">
+// PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH
+// </copyright>
+// <summary>
+// This is a custom editor for the PhotonRigidbody2DView component.
+// </summary>
+// <author>developer@exitgames.com</author>
+// ----------------------------------------------------------------------------
+
+
+namespace Photon.Pun
+{
+ using UnityEditor;
+ using UnityEngine;
+
+
+ [CustomEditor(typeof (PhotonRigidbody2DView))]
+ public class PhotonRigidbody2DViewEditor : MonoBehaviourPunEditor
+ {
+ public override void OnInspectorGUI()
+ {
+ base.OnInspectorGUI();
+
+ if (Application.isPlaying)
+ {
+ EditorGUILayout.HelpBox("Editing is disabled in play mode.", MessageType.Info);
+ return;
+ }
+
+ PhotonRigidbody2DView view = (PhotonRigidbody2DView)target;
+
+ view.m_TeleportEnabled = PhotonGUI.ContainerHeaderToggle("Enable teleport for large distances", view.m_TeleportEnabled);
+
+ if (view.m_TeleportEnabled)
+ {
+ Rect rect = PhotonGUI.ContainerBody(20.0f);
+ view.m_TeleportIfDistanceGreaterThan = EditorGUI.FloatField(rect, "Teleport if distance greater than", view.m_TeleportIfDistanceGreaterThan);
+ }
+
+ view.m_SynchronizeVelocity = PhotonGUI.ContainerHeaderToggle("Synchronize Velocity", view.m_SynchronizeVelocity);
+ view.m_SynchronizeAngularVelocity = PhotonGUI.ContainerHeaderToggle("Synchronize Angular Velocity", view.m_SynchronizeAngularVelocity);
+
+ if (GUI.changed)
+ {
+ EditorUtility.SetDirty(view);
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views/PhotonRigidbody2DViewEditor.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views/PhotonRigidbody2DViewEditor.cs.meta
new file mode 100644
index 0000000..9e50961
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views/PhotonRigidbody2DViewEditor.cs.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 3a82e8e86b9eecb40ac3f6ebc949f6ef
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views/PhotonRigidbodyViewEditor.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views/PhotonRigidbodyViewEditor.cs
new file mode 100644
index 0000000..835605f
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views/PhotonRigidbodyViewEditor.cs
@@ -0,0 +1,50 @@
+// ----------------------------------------------------------------------------
+// <copyright file="PhotonRigidbodyViewEditor.cs" company="Exit Games GmbH">
+// PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH
+// </copyright>
+// <summary>
+// This is a custom editor for the RigidbodyView component.
+// </summary>
+// <author>developer@exitgames.com</author>
+// ----------------------------------------------------------------------------
+
+
+namespace Photon.Pun
+{
+ using UnityEditor;
+ using UnityEngine;
+
+
+ [CustomEditor(typeof (PhotonRigidbodyView))]
+ public class PhotonRigidbodyViewEditor : MonoBehaviourPunEditor
+ {
+ public override void OnInspectorGUI()
+ {
+ base.OnInspectorGUI();
+
+ if (Application.isPlaying)
+ {
+ EditorGUILayout.HelpBox("Editing is disabled in play mode.", MessageType.Info);
+ return;
+ }
+
+ PhotonRigidbodyView view = (PhotonRigidbodyView)target;
+
+ view.m_TeleportEnabled = PhotonGUI.ContainerHeaderToggle("Enable teleport for large distances", view.m_TeleportEnabled);
+
+ if (view.m_TeleportEnabled)
+ {
+ Rect rect = PhotonGUI.ContainerBody(20.0f);
+ view.m_TeleportIfDistanceGreaterThan = EditorGUI.FloatField(rect, "Teleport if distance greater than", view.m_TeleportIfDistanceGreaterThan);
+ }
+
+ view.m_SynchronizeVelocity = PhotonGUI.ContainerHeaderToggle("Synchronize Velocity", view.m_SynchronizeVelocity);
+ view.m_SynchronizeAngularVelocity = PhotonGUI.ContainerHeaderToggle("Synchronize Angular Velocity", view.m_SynchronizeAngularVelocity);
+
+ if (GUI.changed)
+ {
+ EditorUtility.SetDirty(view);
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views/PhotonRigidbodyViewEditor.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views/PhotonRigidbodyViewEditor.cs.meta
new file mode 100644
index 0000000..b4fa5b9
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views/PhotonRigidbodyViewEditor.cs.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 4bcfebc9a2f1074488adedd1fe84e6c9
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views/PhotonTransformViewClassicEditor.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views/PhotonTransformViewClassicEditor.cs
new file mode 100644
index 0000000..22c8e35
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views/PhotonTransformViewClassicEditor.cs
@@ -0,0 +1,412 @@
+// ----------------------------------------------------------------------------
+// <copyright file="PhotonTransformViewClassicEditor.cs" company="Exit Games GmbH">
+// PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH
+// </copyright>
+// <summary>
+// This is a custom editor for the TransformView component.
+// </summary>
+// <author>developer@exitgames.com</author>
+// ----------------------------------------------------------------------------
+
+
+namespace Photon.Pun
+{
+ using UnityEditor;
+ using UnityEngine;
+
+
+ [CustomEditor(typeof(PhotonTransformViewClassic))]
+ public class PhotonTransformViewClassicEditor : MonoBehaviourPunEditor
+ {
+ //private PhotonTransformViewClassic m_Target;
+
+ private SerializedProperty m_SynchronizePositionProperty;
+ private SerializedProperty m_SynchronizeRotationProperty;
+ private SerializedProperty m_SynchronizeScaleProperty;
+
+ private bool m_InterpolateHelpOpen;
+ private bool m_ExtrapolateHelpOpen;
+ private bool m_InterpolateRotationHelpOpen;
+ private bool m_InterpolateScaleHelpOpen;
+
+ private const int EDITOR_LINE_HEIGHT = 20;
+
+ private const string INTERPOLATE_TOOLTIP =
+ "Choose between synchronizing the value directly (by disabling interpolation) or smoothly move it towards the newest update.";
+
+ private const string INTERPOLATE_HELP =
+ "You can use interpolation to smoothly move your GameObject towards a new position that is received via the network. "
+ + "This helps to reduce the stuttering movement that results because the network updates only arrive 10 times per second.\n"
+ + "As a side effect, the GameObject is always lagging behind the actual position a little bit. This can be addressed with extrapolation.";
+
+ private const string EXTRAPOLATE_TOOLTIP = "Extrapolation is used to predict where the GameObject actually is";
+
+ private const string EXTRAPOLATE_HELP =
+ "Whenever you deal with network values, all values you receive will be a little bit out of date since that data needs "
+ + "to reach you first. You can use extrapolation to try to predict where the player actually is, based on the movement data you have received.\n"
+ +
+ "This has to be tweaked carefully for each specific game in order to insure the optimal prediction. Sometimes it is very easy to extrapolate states, because "
+ +
+ "the GameObject behaves very predictable (for example for vehicles). Other times it can be very hard because the user input is translated directly to the game "
+ + "and you cannot really predict what the user is going to do (for example in fighting games)";
+
+ private const string INTERPOLATE_HELP_URL = "https://doc.photonengine.com/en-us/pun/current/demos-and-tutorials/package-demos/rpg-movement#interpolate_options";
+ private const string EXTRAPOLATE_HELP_URL = "https://doc.photonengine.com/en-us/pun/current/demos-and-tutorials/package-demos/rpg-movement#extrapolate_options";
+
+ public void OnEnable()
+ {
+ SetupSerializedProperties();
+ }
+
+ public override void OnInspectorGUI()
+ {
+ serializedObject.Update();
+
+ base.OnInspectorGUI();
+
+ //this.m_Target = (PhotonTransformViewClassic) target;
+
+ DrawIsPlayingWarning();
+ GUI.enabled = !Application.isPlaying;
+
+ DrawSynchronizePositionHeader();
+ DrawSynchronizePositionData();
+
+ GUI.enabled = !Application.isPlaying;
+ DrawSynchronizeRotationHeader();
+ DrawSynchronizeRotationData();
+
+ GUI.enabled = !Application.isPlaying;
+ DrawSynchronizeScaleHeader();
+ DrawSynchronizeScaleData();
+
+ serializedObject.ApplyModifiedProperties();
+
+ GUI.enabled = true;
+ }
+
+ private void DrawIsPlayingWarning()
+ {
+ if (Application.isPlaying == false)
+ {
+ return;
+ }
+
+ GUILayout.BeginVertical(GUI.skin.box);
+ {
+ GUILayout.Label("Editing is disabled in play mode so the two objects don't go out of sync");
+ }
+ GUILayout.EndVertical();
+ }
+
+ private void SetupSerializedProperties()
+ {
+ this.m_SynchronizePositionProperty = serializedObject.FindProperty("m_PositionModel.SynchronizeEnabled");
+ this.m_SynchronizeRotationProperty = serializedObject.FindProperty("m_RotationModel.SynchronizeEnabled");
+ this.m_SynchronizeScaleProperty = serializedObject.FindProperty("m_ScaleModel.SynchronizeEnabled");
+ }
+
+ private void DrawSynchronizePositionHeader()
+ {
+ DrawHeader("Synchronize Position", this.m_SynchronizePositionProperty);
+ }
+
+ private void DrawSynchronizePositionData()
+ {
+ if (this.m_SynchronizePositionProperty == null || this.m_SynchronizePositionProperty.boolValue == false)
+ {
+ return;
+ }
+
+ SerializedProperty interpolatePositionProperty = serializedObject.FindProperty("m_PositionModel.InterpolateOption");
+ PhotonTransformViewPositionModel.InterpolateOptions interpolateOption = (PhotonTransformViewPositionModel.InterpolateOptions)interpolatePositionProperty.enumValueIndex;
+
+ SerializedProperty extrapolatePositionProperty = serializedObject.FindProperty("m_PositionModel.ExtrapolateOption");
+ PhotonTransformViewPositionModel.ExtrapolateOptions extrapolateOption = (PhotonTransformViewPositionModel.ExtrapolateOptions)extrapolatePositionProperty.enumValueIndex;
+
+ float containerHeight = 155;
+
+ switch (interpolateOption)
+ {
+ case PhotonTransformViewPositionModel.InterpolateOptions.FixedSpeed:
+ case PhotonTransformViewPositionModel.InterpolateOptions.Lerp:
+ containerHeight += EDITOR_LINE_HEIGHT;
+ break;
+ /*case PhotonTransformViewPositionModel.InterpolateOptions.MoveTowardsComplex:
+ containerHeight += EDITOR_LINE_HEIGHT*3;
+ break;*/
+ }
+
+ if (extrapolateOption != PhotonTransformViewPositionModel.ExtrapolateOptions.Disabled)
+ {
+ containerHeight += EDITOR_LINE_HEIGHT;
+ }
+
+ switch (extrapolateOption)
+ {
+ case PhotonTransformViewPositionModel.ExtrapolateOptions.FixedSpeed:
+ containerHeight += EDITOR_LINE_HEIGHT;
+ break;
+ }
+
+ if (this.m_InterpolateHelpOpen == true)
+ {
+ containerHeight += GetInterpolateHelpBoxHeight();
+ }
+
+ if (this.m_ExtrapolateHelpOpen == true)
+ {
+ containerHeight += GetExtrapolateHelpBoxHeight();
+ }
+
+ // removed Gizmo Options. -3 lines, -1 splitter
+ containerHeight -= EDITOR_LINE_HEIGHT * 3;
+
+ Rect rect = PhotonGUI.ContainerBody(containerHeight);
+
+ Rect propertyRect = new Rect(rect.xMin + 5, rect.yMin + 2, rect.width - 10, EditorGUIUtility.singleLineHeight);
+
+ DrawTeleport(ref propertyRect);
+ DrawSplitter(ref propertyRect);
+
+ DrawSynchronizePositionDataInterpolation(ref propertyRect, interpolatePositionProperty, interpolateOption);
+ DrawSplitter(ref propertyRect);
+
+ DrawSynchronizePositionDataExtrapolation(ref propertyRect, extrapolatePositionProperty, extrapolateOption);
+ }
+
+ private float GetInterpolateHelpBoxHeight()
+ {
+ return PhotonGUI.RichLabel.CalcHeight(new GUIContent(INTERPOLATE_HELP), Screen.width - 54) + 35;
+ }
+
+ private float GetExtrapolateHelpBoxHeight()
+ {
+ return PhotonGUI.RichLabel.CalcHeight(new GUIContent(EXTRAPOLATE_HELP), Screen.width - 54) + 35;
+ }
+
+ private void DrawSplitter(ref Rect propertyRect)
+ {
+ Rect splitterRect = new Rect(propertyRect.xMin - 3, propertyRect.yMin, propertyRect.width + 6, 1);
+ PhotonGUI.DrawSplitter(splitterRect);
+
+ propertyRect.y += 5;
+ }
+
+ private void DrawHelpBox(ref Rect propertyRect, bool isOpen, float height, string helpText, string url)
+ {
+ if (isOpen == true)
+ {
+ Rect helpRect = new Rect(propertyRect.xMin, propertyRect.yMin, propertyRect.width, height - 5);
+ GUI.BeginGroup(helpRect, GUI.skin.box);
+ GUI.Label(new Rect(5, 5, propertyRect.width - 10, height - 30), helpText, PhotonGUI.RichLabel);
+ if (GUI.Button(new Rect(5, height - 30, propertyRect.width - 10, 20), "Read more in our documentation"))
+ {
+ Application.OpenURL(url);
+ }
+
+ GUI.EndGroup();
+
+ propertyRect.y += height;
+ }
+ }
+
+ private void DrawPropertyWithHelpIcon(ref Rect propertyRect, ref bool isHelpOpen, SerializedProperty property, string tooltip)
+ {
+ Rect propertyFieldRect = new Rect(propertyRect.xMin, propertyRect.yMin, propertyRect.width - 20, propertyRect.height);
+ string propertyName = ObjectNames.NicifyVariableName(property.name);
+ EditorGUI.PropertyField(propertyFieldRect, property, new GUIContent(propertyName, tooltip));
+
+ Rect helpIconRect = new Rect(propertyFieldRect.xMax + 5, propertyFieldRect.yMin, 20, propertyFieldRect.height);
+ isHelpOpen = GUI.Toggle(helpIconRect, isHelpOpen, PhotonGUI.HelpIcon, GUIStyle.none);
+
+ propertyRect.y += EDITOR_LINE_HEIGHT;
+ }
+
+ private void DrawSynchronizePositionDataExtrapolation(ref Rect propertyRect, SerializedProperty extrapolatePositionProperty,
+ PhotonTransformViewPositionModel.ExtrapolateOptions extrapolateOption)
+ {
+ DrawPropertyWithHelpIcon(ref propertyRect, ref this.m_ExtrapolateHelpOpen, extrapolatePositionProperty, EXTRAPOLATE_TOOLTIP);
+ DrawHelpBox(ref propertyRect, this.m_ExtrapolateHelpOpen, GetExtrapolateHelpBoxHeight(), EXTRAPOLATE_HELP, EXTRAPOLATE_HELP_URL);
+
+ if (extrapolateOption != PhotonTransformViewPositionModel.ExtrapolateOptions.Disabled)
+ {
+ EditorGUI.PropertyField(propertyRect, serializedObject.FindProperty("m_PositionModel.ExtrapolateIncludingRoundTripTime"));
+ propertyRect.y += EDITOR_LINE_HEIGHT;
+ }
+
+ switch (extrapolateOption)
+ {
+ case PhotonTransformViewPositionModel.ExtrapolateOptions.FixedSpeed:
+ EditorGUI.PropertyField(propertyRect, serializedObject.FindProperty("m_PositionModel.ExtrapolateSpeed"));
+ propertyRect.y += EDITOR_LINE_HEIGHT;
+ break;
+ }
+ }
+
+ private void DrawTeleport(ref Rect propertyRect)
+ {
+ EditorGUI.PropertyField(propertyRect, serializedObject.FindProperty("m_PositionModel.TeleportEnabled"),
+ new GUIContent("Enable teleport for great distances"));
+ propertyRect.y += EDITOR_LINE_HEIGHT;
+
+ EditorGUI.PropertyField(propertyRect, serializedObject.FindProperty("m_PositionModel.TeleportIfDistanceGreaterThan"),
+ new GUIContent("Teleport if distance greater than"));
+ propertyRect.y += EDITOR_LINE_HEIGHT;
+ }
+
+ private void DrawSynchronizePositionDataInterpolation(ref Rect propertyRect, SerializedProperty interpolatePositionProperty,
+ PhotonTransformViewPositionModel.InterpolateOptions interpolateOption)
+ {
+ DrawPropertyWithHelpIcon(ref propertyRect, ref this.m_InterpolateHelpOpen, interpolatePositionProperty, INTERPOLATE_TOOLTIP);
+ DrawHelpBox(ref propertyRect, this.m_InterpolateHelpOpen, GetInterpolateHelpBoxHeight(), INTERPOLATE_HELP, INTERPOLATE_HELP_URL);
+
+ switch (interpolateOption)
+ {
+ case PhotonTransformViewPositionModel.InterpolateOptions.FixedSpeed:
+ EditorGUI.PropertyField(propertyRect, serializedObject.FindProperty("m_PositionModel.InterpolateMoveTowardsSpeed"),
+ new GUIContent("MoveTowards Speed"));
+ propertyRect.y += EDITOR_LINE_HEIGHT;
+ break;
+
+ case PhotonTransformViewPositionModel.InterpolateOptions.Lerp:
+ EditorGUI.PropertyField(propertyRect, serializedObject.FindProperty("m_PositionModel.InterpolateLerpSpeed"), new GUIContent("Lerp Speed"));
+ propertyRect.y += EDITOR_LINE_HEIGHT;
+ break;
+
+ /*case PhotonTransformViewPositionModel.InterpolateOptions.MoveTowardsComplex:
+ Rect curveRect = new Rect(propertyRect.xMin, propertyRect.yMin, propertyRect.width - 100, propertyRect.height);
+ EditorGUI.PropertyField(curveRect, serializedObject.FindProperty("m_PositionModel.InterpolateSpeedCurve"), new GUIContent("MoveTowards Speed Curve"));
+
+ Rect labelRect = new Rect(propertyRect.xMax - 95, propertyRect.yMin, 10, propertyRect.height);
+ GUI.Label(labelRect, "x");
+
+ Rect multiplierRect = new Rect(propertyRect.xMax - 80, propertyRect.yMin, 80, propertyRect.height);
+ EditorGUI.PropertyField(multiplierRect, serializedObject.FindProperty("m_PositionModel.InterpolateMoveTowardsSpeed"), GUIContent.none);
+ propertyRect.y += EDITOR_LINE_HEIGHT;
+
+ EditorGUI.PropertyField(propertyRect, serializedObject.FindProperty("m_PositionModel.InterpolateMoveTowardsAcceleration"),
+ new GUIContent("Acceleration"));
+ propertyRect.y += EDITOR_LINE_HEIGHT;
+
+ EditorGUI.PropertyField(propertyRect, serializedObject.FindProperty("m_PositionModel.InterpolateMoveTowardsDeceleration"),
+ new GUIContent("Deceleration"));
+ propertyRect.y += EDITOR_LINE_HEIGHT;
+ break;*/
+ }
+ }
+
+ private void DrawSynchronizeRotationHeader()
+ {
+ DrawHeader("Synchronize Rotation", this.m_SynchronizeRotationProperty);
+ }
+
+ private void DrawSynchronizeRotationData()
+ {
+ if (this.m_SynchronizeRotationProperty == null || this.m_SynchronizeRotationProperty.boolValue == false)
+ {
+ return;
+ }
+
+ SerializedProperty interpolateRotationProperty = serializedObject.FindProperty("m_RotationModel.InterpolateOption");
+ PhotonTransformViewRotationModel.InterpolateOptions interpolateOption =
+ (PhotonTransformViewRotationModel.InterpolateOptions)interpolateRotationProperty.enumValueIndex;
+
+ float containerHeight = 20;
+
+ switch (interpolateOption)
+ {
+ case PhotonTransformViewRotationModel.InterpolateOptions.RotateTowards:
+ case PhotonTransformViewRotationModel.InterpolateOptions.Lerp:
+ containerHeight += EDITOR_LINE_HEIGHT;
+ break;
+ }
+
+ if (this.m_InterpolateRotationHelpOpen == true)
+ {
+ containerHeight += GetInterpolateHelpBoxHeight();
+ }
+
+ Rect rect = PhotonGUI.ContainerBody(containerHeight);
+ Rect propertyRect = new Rect(rect.xMin + 5, rect.yMin + 2, rect.width - 10, EditorGUIUtility.singleLineHeight);
+
+ DrawPropertyWithHelpIcon(ref propertyRect, ref this.m_InterpolateRotationHelpOpen, interpolateRotationProperty, INTERPOLATE_TOOLTIP);
+ DrawHelpBox(ref propertyRect, this.m_InterpolateRotationHelpOpen, GetInterpolateHelpBoxHeight(), INTERPOLATE_HELP, INTERPOLATE_HELP_URL);
+
+ switch (interpolateOption)
+ {
+ case PhotonTransformViewRotationModel.InterpolateOptions.RotateTowards:
+ EditorGUI.PropertyField(propertyRect, serializedObject.FindProperty("m_RotationModel.InterpolateRotateTowardsSpeed"),
+ new GUIContent("RotateTowards Speed"));
+ break;
+ case PhotonTransformViewRotationModel.InterpolateOptions.Lerp:
+ EditorGUI.PropertyField(propertyRect, serializedObject.FindProperty("m_RotationModel.InterpolateLerpSpeed"), new GUIContent("Lerp Speed"));
+ break;
+ }
+ }
+
+ private void DrawSynchronizeScaleHeader()
+ {
+ DrawHeader("Synchronize Scale", this.m_SynchronizeScaleProperty);
+ }
+
+ private void DrawSynchronizeScaleData()
+ {
+ if (this.m_SynchronizeScaleProperty == null || this.m_SynchronizeScaleProperty.boolValue == false)
+ {
+ return;
+ }
+
+ SerializedProperty interpolateScaleProperty = serializedObject.FindProperty("m_ScaleModel.InterpolateOption");
+ PhotonTransformViewScaleModel.InterpolateOptions interpolateOption = (PhotonTransformViewScaleModel.InterpolateOptions)interpolateScaleProperty.enumValueIndex;
+
+ float containerHeight = EDITOR_LINE_HEIGHT;
+
+ switch (interpolateOption)
+ {
+ case PhotonTransformViewScaleModel.InterpolateOptions.MoveTowards:
+ case PhotonTransformViewScaleModel.InterpolateOptions.Lerp:
+ containerHeight += EDITOR_LINE_HEIGHT;
+ break;
+ }
+
+ if (this.m_InterpolateScaleHelpOpen == true)
+ {
+ containerHeight += GetInterpolateHelpBoxHeight();
+ }
+
+ Rect rect = PhotonGUI.ContainerBody(containerHeight);
+ Rect propertyRect = new Rect(rect.xMin + 5, rect.yMin + 2, rect.width - 10, EditorGUIUtility.singleLineHeight);
+
+ DrawPropertyWithHelpIcon(ref propertyRect, ref this.m_InterpolateScaleHelpOpen, interpolateScaleProperty, INTERPOLATE_TOOLTIP);
+ DrawHelpBox(ref propertyRect, this.m_InterpolateScaleHelpOpen, GetInterpolateHelpBoxHeight(), INTERPOLATE_HELP, INTERPOLATE_HELP_URL);
+
+ switch (interpolateOption)
+ {
+ case PhotonTransformViewScaleModel.InterpolateOptions.MoveTowards:
+ EditorGUI.PropertyField(propertyRect, serializedObject.FindProperty("m_ScaleModel.InterpolateMoveTowardsSpeed"),
+ new GUIContent("MoveTowards Speed"));
+ break;
+ case PhotonTransformViewScaleModel.InterpolateOptions.Lerp:
+ EditorGUI.PropertyField(propertyRect, serializedObject.FindProperty("m_ScaleModel.InterpolateLerpSpeed"), new GUIContent("Lerp Speed"));
+ break;
+ }
+ }
+
+ private void DrawHeader(string label, SerializedProperty property)
+ {
+ if (property == null)
+ {
+ return;
+ }
+
+ bool newValue = PhotonGUI.ContainerHeaderToggle(label, property.boolValue);
+
+ if (newValue != property.boolValue)
+ {
+ property.boolValue = newValue;
+ property.serializedObject.ApplyModifiedProperties();
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views/PhotonTransformViewClassicEditor.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views/PhotonTransformViewClassicEditor.cs.meta
new file mode 100644
index 0000000..58d59ef
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views/PhotonTransformViewClassicEditor.cs.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 22292ca8ffb574945bedfaf49266672e
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views/PhotonTransformViewEditor.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views/PhotonTransformViewEditor.cs
new file mode 100644
index 0000000..8fb439b
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views/PhotonTransformViewEditor.cs
@@ -0,0 +1,72 @@
+// ----------------------------------------------------------------------------
+// <copyright file="PhotonTransformViewEditor.cs" company="Exit Games GmbH">
+// PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH
+// </copyright>
+// <summary>
+// This is a custom editor for the TransformView component.
+// </summary>
+// <author>developer@exitgames.com</author>
+// ----------------------------------------------------------------------------
+
+
+namespace Photon.Pun
+{
+ using UnityEditor;
+ using UnityEngine;
+
+
+ [CustomEditor(typeof(PhotonTransformView))]
+ public class PhotonTransformViewEditor : Editor
+ {
+ private bool helpToggle = false;
+
+ SerializedProperty pos, rot, scl, lcl;
+
+ public void OnEnable()
+ {
+ pos = serializedObject.FindProperty("m_SynchronizePosition");
+ rot = serializedObject.FindProperty("m_SynchronizeRotation");
+ scl = serializedObject.FindProperty("m_SynchronizeScale");
+ lcl = serializedObject.FindProperty("m_UseLocal");
+ }
+
+ public override void OnInspectorGUI()
+ {
+ if (Application.isPlaying)
+ {
+ EditorGUILayout.HelpBox("Editing is disabled in play mode.", MessageType.Info);
+ return;
+ }
+
+ PhotonTransformView view = (PhotonTransformView)target;
+
+
+ EditorGUILayout.LabelField("Synchronize Options");
+
+
+ EditorGUI.BeginChangeCheck();
+ {
+ EditorGUILayout.BeginVertical("HelpBox");
+ {
+ EditorGUILayout.PropertyField(pos, new GUIContent("Position", pos.tooltip));
+ EditorGUILayout.PropertyField(rot, new GUIContent("Rotation", rot.tooltip));
+ EditorGUILayout.PropertyField(scl, new GUIContent("Scale", scl.tooltip));
+ }
+ EditorGUILayout.EndHorizontal();
+
+ EditorGUILayout.PropertyField(lcl, new GUIContent("Use Local", lcl.tooltip));
+ }
+
+ if (EditorGUI.EndChangeCheck())
+ {
+ serializedObject.ApplyModifiedProperties();
+ }
+
+ this.helpToggle = EditorGUILayout.Foldout(this.helpToggle, "Info");
+ if (this.helpToggle)
+ {
+ EditorGUILayout.HelpBox("The Photon Transform View of PUN 2 is simple by design.\nReplace it with the Photon Transform View Classic if you want the old options.\nThe best solution is a custom IPunObservable implementation.", MessageType.Info, true);
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views/PhotonTransformViewEditor.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views/PhotonTransformViewEditor.cs.meta
new file mode 100644
index 0000000..b894832
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/Views/PhotonTransformViewEditor.cs.meta
@@ -0,0 +1,10 @@
+fileFormatVersion: 2
+guid: a8c9ec475ad103b43b901d942ff66e02
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/help.png b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/help.png
new file mode 100644
index 0000000..a421667
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/help.png
Binary files differ
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/help.png.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/help.png.meta
new file mode 100644
index 0000000..cb312ac
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Editor/help.png.meta
@@ -0,0 +1,45 @@
+fileFormatVersion: 2
+guid: 9f1212502533cb34188dd6ef094188cb
+TextureImporter:
+ serializedVersion: 2
+ mipmaps:
+ mipMapMode: 0
+ enableMipMap: 0
+ linearTexture: 1
+ correctGamma: 0
+ fadeOut: 0
+ borderMipMap: 0
+ mipMapFadeDistanceStart: 1
+ mipMapFadeDistanceEnd: 3
+ bumpmap:
+ convertToNormalMap: 0
+ externalNormalMap: 0
+ heightScale: .25
+ normalMapFilter: 0
+ isReadable: 0
+ grayScaleToAlpha: 0
+ generateCubemap: 0
+ seamlessCubemap: 0
+ textureFormat: -3
+ maxTextureSize: 1024
+ textureSettings:
+ filterMode: -1
+ aniso: 1
+ mipBias: -1
+ wrapMode: 1
+ nPOTScale: 0
+ lightmap: 0
+ compressionQuality: 50
+ spriteMode: 0
+ spriteExtrude: 1
+ spriteMeshType: 1
+ alignment: 0
+ spritePivot: {x: .5, y: .5}
+ spritePixelsToUnits: 100
+ alphaIsTransparency: 1
+ textureType: 2
+ buildTargetSettings: []
+ spriteSheet:
+ sprites: []
+ spritePackingTag:
+ userData:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Enums.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Enums.cs
new file mode 100644
index 0000000..1a3928e
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Enums.cs
@@ -0,0 +1,94 @@
+// ----------------------------------------------------------------------------
+// <copyright file="Enums.cs" company="Exit Games GmbH">
+// PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH
+// </copyright>
+// <summary>
+// Wraps up several enumerations for PUN.
+// </summary>
+// <author>developer@exitgames.com</author>
+// ----------------------------------------------------------------------------
+
+
+namespace Photon.Pun
+{
+ /// <summary>Which PhotonNetwork method was called to connect (which influences the regions we want pinged).</summary>
+ /// <remarks>PhotonNetwork.ConnectUsingSettings will call either ConnectToMaster, ConnectToRegion or ConnectToBest, depending on the settings.</remarks>
+ public enum ConnectMethod { NotCalled, ConnectToMaster, ConnectToRegion, ConnectToBest }
+
+
+ /// <summary>Used to define the level of logging output created by the PUN classes. Either log errors, info (some more) or full.</summary>
+ /// \ingroup publicApi
+ public enum PunLogLevel
+ {
+ /// <summary>Show only errors. Minimal output. Note: Some might be "runtime errors" which you have to expect.</summary>
+ ErrorsOnly,
+
+ /// <summary>Logs some of the workflow, calls and results.</summary>
+ Informational,
+
+ /// <summary>Every available log call gets into the console/log. Only use for debugging.</summary>
+ Full
+ }
+
+
+ /// <summary>Enum of "target" options for RPCs. These define which remote clients get your RPC call. </summary>
+ /// \ingroup publicApi
+ public enum RpcTarget
+ {
+ /// <summary>Sends the RPC to everyone else and executes it immediately on this client. Player who join later will not execute this RPC.</summary>
+ All,
+
+ /// <summary>Sends the RPC to everyone else. This client does not execute the RPC. Player who join later will not execute this RPC.</summary>
+ Others,
+
+ /// <summary>Sends the RPC to MasterClient only. Careful: The MasterClient might disconnect before it executes the RPC and that might cause dropped RPCs.</summary>
+ MasterClient,
+
+ /// <summary>Sends the RPC to everyone else and executes it immediately on this client. New players get the RPC when they join as it's buffered (until this client leaves).</summary>
+ AllBuffered,
+
+ /// <summary>Sends the RPC to everyone. This client does not execute the RPC. New players get the RPC when they join as it's buffered (until this client leaves).</summary>
+ OthersBuffered,
+
+ /// <summary>Sends the RPC to everyone (including this client) through the server.</summary>
+ /// <remarks>
+ /// This client executes the RPC like any other when it received it from the server.
+ /// Benefit: The server's order of sending the RPCs is the same on all clients.
+ /// </remarks>
+ AllViaServer,
+
+ /// <summary>Sends the RPC to everyone (including this client) through the server and buffers it for players joining later.</summary>
+ /// <remarks>
+ /// This client executes the RPC like any other when it received it from the server.
+ /// Benefit: The server's order of sending the RPCs is the same on all clients.
+ /// </remarks>
+ AllBufferedViaServer
+ }
+
+
+ public enum ViewSynchronization { Off, ReliableDeltaCompressed, Unreliable, UnreliableOnChange }
+
+
+ /// <summary>
+ /// Options to define how Ownership Transfer is handled per PhotonView.
+ /// </summary>
+ /// <remarks>
+ /// This setting affects how RequestOwnership and TransferOwnership work at runtime.
+ /// </remarks>
+ public enum OwnershipOption
+ {
+ /// <summary>
+ /// Ownership is fixed. Instantiated objects stick with their creator, room objects always belong to the Master Client.
+ /// </summary>
+ Fixed,
+ /// <summary>
+ /// Ownership can be taken away from the current owner who can't object.
+ /// </summary>
+ Takeover,
+ /// <summary>
+ /// Ownership can be requested with PhotonView.RequestOwnership but the current owner has to agree to give up ownership.
+ /// </summary>
+ /// <remarks>The current owner has to implement IPunCallbacks.OnOwnershipRequest to react to the ownership request.</remarks>
+ Request
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Enums.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Enums.cs.meta
new file mode 100644
index 0000000..d612c91
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Enums.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: b7962bbdaba2a4940b1341d755abd40d
+labels:
+- ExitGames
+- PUN
+- Photon
+- Networking
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Interfaces.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Interfaces.meta
new file mode 100644
index 0000000..3a20375
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Interfaces.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 38ae0eecc6fe5d340b82bb221198aa89
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Interfaces/IPhotonViewCallbacks.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Interfaces/IPhotonViewCallbacks.cs
new file mode 100644
index 0000000..ff083c0
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Interfaces/IPhotonViewCallbacks.cs
@@ -0,0 +1,50 @@
+namespace Photon.Pun
+{
+ using Photon.Realtime;
+
+ /// <summary>
+ /// Empty Base class for all PhotonView callbacks.
+ /// </summary>
+ public interface IPhotonViewCallback
+ {
+
+ }
+
+ /// <summary>
+ /// This interface defines a callback which fires prior to the PhotonNetwork destroying the PhotonView and Gameobject.
+ /// </summary>
+ public interface IOnPhotonViewPreNetDestroy : IPhotonViewCallback
+ {
+ /// <summary>
+ /// This method is called before Destroy() is initiated for a networked object.
+ /// </summary>
+ /// <param name="rootView"></param>
+ void OnPreNetDestroy(PhotonView rootView);
+ }
+
+ /// <summary>
+ /// This interface defines a callback for changes to the PhotonView's owner.
+ /// </summary>
+ public interface IOnPhotonViewOwnerChange : IPhotonViewCallback
+ {
+ /// <summary>
+ /// This method will be called when the PhotonView's owner changes.
+ /// </summary>
+ /// <param name="newOwner"></param>
+ /// <param name="previousOwner"></param>
+ void OnOwnerChange(Player newOwner, Player previousOwner);
+ }
+
+ /// <summary>
+ /// This interface defines a callback for changes to the PhotonView's controller.
+ /// </summary>
+ public interface IOnPhotonViewControllerChange : IPhotonViewCallback
+ {
+ /// <summary>
+ /// This method will be called when the PhotonView's controller changes.
+ /// </summary>
+ /// <param name="newOwner"></param>
+ /// <param name="previousOwner"></param>
+ void OnControllerChange(Player newController, Player previousController);
+ }
+}
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Interfaces/IPhotonViewCallbacks.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Interfaces/IPhotonViewCallbacks.cs.meta
new file mode 100644
index 0000000..2ff2dd5
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Interfaces/IPhotonViewCallbacks.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: d67b3e094fcbf004da7f8771c17126f3
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Interfaces/IPunCallbacks.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Interfaces/IPunCallbacks.cs
new file mode 100644
index 0000000..4a5387c
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Interfaces/IPunCallbacks.cs
@@ -0,0 +1,141 @@
+
+namespace Photon.Pun
+{
+ using UnityEngine;
+ using Photon.Realtime;
+
+
+ /// <summary>Defines the OnPhotonSerializeView method to make it easy to implement correctly for observable scripts.</summary>
+ /// \ingroup callbacks
+ public interface IPunObservable
+ {
+ /// <summary>
+ /// Called by PUN several times per second, so that your script can write and read synchronization data for the PhotonView.
+ /// </summary>
+ /// <remarks>
+ /// This method will be called in scripts that are assigned as Observed component of a PhotonView.<br/>
+ /// PhotonNetwork.SerializationRate affects how often this method is called.<br/>
+ /// PhotonNetwork.SendRate affects how often packages are sent by this client.<br/>
+ ///
+ /// Implementing this method, you can customize which data a PhotonView regularly synchronizes.
+ /// Your code defines what is being sent (content) and how your data is used by receiving clients.
+ ///
+ /// Unlike other callbacks, <i>OnPhotonSerializeView only gets called when it is assigned
+ /// to a PhotonView</i> as PhotonView.observed script.
+ ///
+ /// To make use of this method, the PhotonStream is essential. It will be in "writing" mode" on the
+ /// client that controls a PhotonView (PhotonStream.IsWriting == true) and in "reading mode" on the
+ /// remote clients that just receive that the controlling client sends.
+ ///
+ /// If you skip writing any value into the stream, PUN will skip the update. Used carefully, this can
+ /// conserve bandwidth and messages (which have a limit per room/second).
+ ///
+ /// Note that OnPhotonSerializeView is not called on remote clients when the sender does not send
+ /// any update. This can't be used as "x-times per second Update()".
+ /// </remarks>
+ /// \ingroup publicApi
+ void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info);
+ }
+
+
+ /// <summary>
+ /// Global Callback interface for ownership changes. These callbacks will fire for changes to ANY PhotonView that changes.
+ /// Consider using IOnPhotonViewControllerChange for callbacks from a specific PhotonView.
+ /// </summary>
+ public interface IPunOwnershipCallbacks
+ {
+ /// <summary>
+ /// Called when another player requests ownership of a PhotonView.
+ /// Called on all clients, so check if (targetView.IsMine) or (targetView.Owner == PhotonNetwork.LocalPlayer)
+ /// to determine if a targetView.TransferOwnership(requestingPlayer) response should be given.
+ /// </summary>
+ /// <remarks>
+ /// The parameter viewAndPlayer contains:
+ ///
+ /// PhotonView view = viewAndPlayer[0] as PhotonView;
+ ///
+ /// Player requestingPlayer = viewAndPlayer[1] as Player;
+ /// </remarks>
+ /// <param name="targetView">PhotonView for which ownership gets requested.</param>
+ /// <param name="requestingPlayer">Player who requests ownership.</param>
+ void OnOwnershipRequest(PhotonView targetView, Player requestingPlayer);
+
+ /// <summary>
+ /// Called when ownership of a PhotonView is transfered to another player.
+ /// </summary>
+ /// <remarks>
+ /// The parameter viewAndPlayers contains:
+ ///
+ /// PhotonView view = viewAndPlayers[0] as PhotonView;
+ ///
+ /// Player newOwner = viewAndPlayers[1] as Player;
+ ///
+ /// Player oldOwner = viewAndPlayers[2] as Player;
+ /// </remarks>
+ /// <example>void OnOwnershipTransfered(object[] viewAndPlayers) {} //</example>
+ /// <param name="targetView">PhotonView for which ownership changed.</param>
+ /// <param name="previousOwner">Player who was the previous owner (or null, if none).</param>
+ void OnOwnershipTransfered(PhotonView targetView, Player previousOwner);
+
+ /// <summary>
+ /// Called when an Ownership Request fails for objects with "takeover" setting.
+ /// </summary>
+ /// <remarks>
+ /// Each request asks to take ownership from a specific controlling player. This can fail if anyone
+ /// else took over ownership briefly before the request arrived.
+ /// </remarks>
+ /// <param name="targetView"></param>
+ /// <param name="senderOfFailedRequest"></param>
+ void OnOwnershipTransferFailed(PhotonView targetView, Player senderOfFailedRequest);
+ }
+
+ /// \ingroup callbacks
+ public interface IPunInstantiateMagicCallback
+ {
+ void OnPhotonInstantiate(PhotonMessageInfo info);
+ }
+
+ /// <summary>
+ /// Defines an interface for object pooling, used in PhotonNetwork.Instantiate and PhotonNetwork.Destroy.
+ /// </summary>
+ /// <remarks>
+ /// To apply your custom IPunPrefabPool, set PhotonNetwork.PrefabPool.
+ ///
+ /// The pool has to return a valid, disabled GameObject when PUN calls Instantiate.
+ /// Also, the position and rotation must be applied.
+ ///
+ /// Note that Awake and Start are only called once by Unity, so scripts on re-used GameObjects
+ /// should make use of OnEnable and or OnDisable. When OnEnable gets called, the PhotonView
+ /// is already updated to the new values.
+ ///
+ /// To be able to enable a GameObject, Instantiate must return an inactive object.
+ ///
+ /// Before PUN "destroys" GameObjects, it will disable them.
+ ///
+ /// If a component implements IPunInstantiateMagicCallback, PUN will call OnPhotonInstantiate
+ /// when the networked object gets instantiated. If no components implement this on a prefab,
+ /// PUN will optimize the instantiation and no longer looks up IPunInstantiateMagicCallback
+ /// via GetComponents.
+ /// </remarks>
+ public interface IPunPrefabPool
+ {
+ /// <summary>
+ /// Called to get an instance of a prefab. Must return valid, disabled GameObject with PhotonView.
+ /// </summary>
+ /// <param name="prefabId">The id of this prefab.</param>
+ /// <param name="position">The position for the instance.</param>
+ /// <param name="rotation">The rotation for the instance.</param>
+ /// <returns>A disabled instance to use by PUN or null if the prefabId is unknown.</returns>
+ GameObject Instantiate(string prefabId, Vector3 position, Quaternion rotation);
+
+ /// <summary>
+ /// Called to destroy (or just return) the instance of a prefab. It's disabled and the pool may reset and cache it for later use in Instantiate.
+ /// </summary>
+ /// <remarks>
+ /// A pool needs some way to find out which type of GameObject got returned via Destroy().
+ /// It could be a tag, name, a component or anything similar.
+ /// </remarks>
+ /// <param name="gameObject">The instance to destroy.</param>
+ void Destroy(GameObject gameObject);
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Interfaces/IPunCallbacks.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Interfaces/IPunCallbacks.cs.meta
new file mode 100644
index 0000000..d0bdc19
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Interfaces/IPunCallbacks.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 421c323e36c065045b2c44e16a184a9a
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonHandler.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonHandler.cs
new file mode 100644
index 0000000..8b93c82
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonHandler.cs
@@ -0,0 +1,401 @@
+// ----------------------------------------------------------------------------
+// <copyright file="PhotonHandler.cs" company="Exit Games GmbH">
+// PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH
+// </copyright>
+// <summary>
+// PhotonHandler is a runtime MonoBehaviour to include PUN into the main loop.
+// </summary>
+// <author>developer@exitgames.com</author>
+// ----------------------------------------------------------------------------
+
+
+namespace Photon.Pun
+{
+ using System;
+ using System.Collections.Generic;
+ using ExitGames.Client.Photon;
+ using Photon.Realtime;
+ using UnityEngine;
+ using UnityEngine.Profiling;
+
+
+ /// <summary>
+ /// Internal MonoBehaviour that allows Photon to run an Update loop.
+ /// </summary>
+ public class PhotonHandler : ConnectionHandler, IInRoomCallbacks, IMatchmakingCallbacks
+ {
+
+ private static PhotonHandler instance;
+ internal static PhotonHandler Instance
+ {
+ get
+ {
+ if (instance == null)
+ {
+ instance = FindObjectOfType<PhotonHandler>();
+ if (instance == null)
+ {
+ GameObject obj = new GameObject();
+ obj.name = "PhotonMono";
+ instance = obj.AddComponent<PhotonHandler>();
+ }
+ }
+
+ return instance;
+ }
+ }
+
+
+ /// <summary>Limits the number of datagrams that are created in each LateUpdate.</summary>
+ /// <remarks>Helps spreading out sending of messages minimally.</remarks>
+ public static int MaxDatagrams = 3;
+
+ /// <summary>Signals that outgoing messages should be sent in the next LateUpdate call.</summary>
+ /// <remarks>Up to MaxDatagrams are created to send queued messages.</remarks>
+ public static bool SendAsap;
+
+ /// <summary>This corrects the "next time to serialize the state" value by some ms.</summary>
+ /// <remarks>As LateUpdate typically gets called every 15ms it's better to be early(er) than late to achieve a SerializeRate.</remarks>
+ private const int SerializeRateFrameCorrection = 8;
+
+ protected internal int UpdateInterval; // time [ms] between consecutive SendOutgoingCommands calls
+
+ protected internal int UpdateIntervalOnSerialize; // time [ms] between consecutive RunViewUpdate calls (sending syncs, etc)
+
+ private int nextSendTickCount;
+
+ private int nextSendTickCountOnSerialize;
+
+ private SupportLogger supportLoggerComponent;
+
+
+ protected override void Awake()
+ {
+ if (instance == null || ReferenceEquals(this, instance))
+ {
+ instance = this;
+ base.Awake();
+ }
+ else
+ {
+ Destroy(this);
+ }
+ }
+
+ protected virtual void OnEnable()
+ {
+ if (Instance != this)
+ {
+ Debug.LogError("PhotonHandler is a singleton but there are multiple instances. this != Instance.");
+ return;
+ }
+
+ this.Client = PhotonNetwork.NetworkingClient;
+
+ if (PhotonNetwork.PhotonServerSettings.EnableSupportLogger)
+ {
+ SupportLogger supportLogger = this.gameObject.GetComponent<SupportLogger>();
+ if (supportLogger == null)
+ {
+ supportLogger = this.gameObject.AddComponent<SupportLogger>();
+ }
+ if (this.supportLoggerComponent != null)
+ {
+ if (supportLogger.GetInstanceID() != this.supportLoggerComponent.GetInstanceID())
+ {
+ Debug.LogWarningFormat("Cached SupportLogger component is different from the one attached to PhotonMono GameObject");
+ }
+ }
+ this.supportLoggerComponent = supportLogger;
+ this.supportLoggerComponent.Client = PhotonNetwork.NetworkingClient;
+ }
+
+ this.UpdateInterval = 1000 / PhotonNetwork.SendRate;
+ this.UpdateIntervalOnSerialize = 1000 / PhotonNetwork.SerializationRate;
+
+ PhotonNetwork.AddCallbackTarget(this);
+ this.StartFallbackSendAckThread(); // this is not done in the base class
+ }
+
+ protected void Start()
+ {
+ UnityEngine.SceneManagement.SceneManager.sceneLoaded += (scene, loadingMode) =>
+ {
+ PhotonNetwork.NewSceneLoaded();
+ };
+ }
+
+ protected override void OnDisable()
+ {
+ PhotonNetwork.RemoveCallbackTarget(this);
+ base.OnDisable();
+ }
+
+
+ /// <summary>Called in intervals by UnityEngine. Affected by Time.timeScale.</summary>
+ protected void FixedUpdate()
+ {
+ #if PUN_DISPATCH_IN_FIXEDUPDATE
+ this.Dispatch();
+ #elif PUN_DISPATCH_IN_LATEUPDATE
+ // do not dispatch here
+ #else
+ if (Time.timeScale > PhotonNetwork.MinimalTimeScaleToDispatchInFixedUpdate)
+ {
+ this.Dispatch();
+ }
+ #endif
+ }
+
+ /// <summary>Called in intervals by UnityEngine, after running the normal game code and physics.</summary>
+ protected void LateUpdate()
+ {
+ #if PUN_DISPATCH_IN_LATEUPDATE
+ this.Dispatch();
+ #elif PUN_DISPATCH_IN_FIXEDUPDATE
+ // do not dispatch here
+ #else
+ // see MinimalTimeScaleToDispatchInFixedUpdate and FixedUpdate for explanation:
+ if (Time.timeScale <= PhotonNetwork.MinimalTimeScaleToDispatchInFixedUpdate)
+ {
+ this.Dispatch();
+ }
+ #endif
+
+ int currentMsSinceStart = (int)(Time.realtimeSinceStartup * 1000); // avoiding Environment.TickCount, which could be negative on long-running platforms
+ if (PhotonNetwork.IsMessageQueueRunning && currentMsSinceStart > this.nextSendTickCountOnSerialize)
+ {
+ PhotonNetwork.RunViewUpdate();
+ this.nextSendTickCountOnSerialize = currentMsSinceStart + this.UpdateIntervalOnSerialize - SerializeRateFrameCorrection;
+ this.nextSendTickCount = 0; // immediately send when synchronization code was running
+ }
+
+ currentMsSinceStart = (int)(Time.realtimeSinceStartup * 1000);
+ if (SendAsap || currentMsSinceStart > this.nextSendTickCount)
+ {
+ SendAsap = false;
+ bool doSend = true;
+ int sendCounter = 0;
+ while (PhotonNetwork.IsMessageQueueRunning && doSend && sendCounter < MaxDatagrams)
+ {
+ // Send all outgoing commands
+ Profiler.BeginSample("SendOutgoingCommands");
+ doSend = PhotonNetwork.NetworkingClient.LoadBalancingPeer.SendOutgoingCommands();
+ sendCounter++;
+ Profiler.EndSample();
+ }
+
+ this.nextSendTickCount = currentMsSinceStart + this.UpdateInterval;
+ }
+ }
+
+ /// <summary>Dispatches incoming network messages for PUN. Called in FixedUpdate or LateUpdate.</summary>
+ /// <remarks>
+ /// It may make sense to dispatch incoming messages, even if the timeScale is near 0.
+ /// That can be configured with PhotonNetwork.MinimalTimeScaleToDispatchInFixedUpdate.
+ ///
+ /// Without dispatching messages, PUN won't change state and does not handle updates.
+ /// </remarks>
+ protected void Dispatch()
+ {
+ if (PhotonNetwork.NetworkingClient == null)
+ {
+ Debug.LogError("NetworkPeer broke!");
+ return;
+ }
+
+ //if (PhotonNetwork.NetworkClientState == ClientState.PeerCreated || PhotonNetwork.NetworkClientState == ClientState.Disconnected || PhotonNetwork.OfflineMode)
+ //{
+ // return;
+ //}
+
+
+ bool doDispatch = true;
+ Exception ex = null;
+ int exceptionCount = 0;
+ while (PhotonNetwork.IsMessageQueueRunning && doDispatch)
+ {
+ // DispatchIncomingCommands() returns true of it dispatched any command (event, response or state change)
+ Profiler.BeginSample("DispatchIncomingCommands");
+ try
+ {
+ doDispatch = PhotonNetwork.NetworkingClient.LoadBalancingPeer.DispatchIncomingCommands();
+ }
+ catch (Exception e)
+ {
+ exceptionCount++;
+ if (ex == null)
+ {
+ ex = e;
+ }
+ }
+
+ Profiler.EndSample();
+ }
+
+ if (ex != null)
+ {
+ throw new AggregateException("Caught " + exceptionCount + " exception(s) in methods called by DispatchIncomingCommands(). Rethrowing first only (see above).", ex);
+ }
+ }
+
+
+ public void OnCreatedRoom()
+ {
+ PhotonNetwork.SetLevelInPropsIfSynced(SceneManagerHelper.ActiveSceneName);
+ }
+
+ public void OnRoomPropertiesUpdate(Hashtable propertiesThatChanged)
+ {
+ PhotonNetwork.LoadLevelIfSynced();
+ }
+
+
+ public void OnPlayerPropertiesUpdate(Player targetPlayer, Hashtable changedProps) { }
+
+ public void OnMasterClientSwitched(Player newMasterClient)
+ {
+ var views = PhotonNetwork.PhotonViewCollection;
+ foreach (var view in views)
+ {
+ if (view.IsRoomView)
+ {
+ view.OwnerActorNr= newMasterClient.ActorNumber;
+ view.ControllerActorNr = newMasterClient.ActorNumber;
+ }
+ }
+ }
+
+ public void OnFriendListUpdate(System.Collections.Generic.List<FriendInfo> friendList) { }
+
+ public void OnCreateRoomFailed(short returnCode, string message) { }
+
+ public void OnJoinRoomFailed(short returnCode, string message) { }
+
+ public void OnJoinRandomFailed(short returnCode, string message) { }
+
+ protected List<int> reusableIntList = new List<int>();
+
+ public void OnJoinedRoom()
+ {
+
+ if (PhotonNetwork.ViewCount == 0)
+ return;
+
+ var views = PhotonNetwork.PhotonViewCollection;
+
+ bool amMasterClient = PhotonNetwork.IsMasterClient;
+ bool amRejoiningMaster = amMasterClient && PhotonNetwork.CurrentRoom.PlayerCount > 1;
+
+ if (amRejoiningMaster)
+ reusableIntList.Clear();
+
+ // If this is the master rejoining, reassert ownership of non-creator owners
+ foreach (var view in views)
+ {
+ int viewOwnerId = view.OwnerActorNr;
+ int viewCreatorId = view.CreatorActorNr;
+
+ // on join / rejoin, assign control to either the Master Client (for room objects) or the owner (for anything else)
+ view.RebuildControllerCache();
+
+ // Rejoining master should enforce its world view, and override any changes that happened while it was soft disconnected
+ if (amRejoiningMaster)
+ if (viewOwnerId != viewCreatorId)
+ {
+ reusableIntList.Add(view.ViewID);
+ reusableIntList.Add(viewOwnerId);
+ }
+ }
+
+ if (amRejoiningMaster && reusableIntList.Count > 0)
+ {
+ PhotonNetwork.OwnershipUpdate(reusableIntList.ToArray());
+ }
+ }
+
+ public void OnLeftRoom()
+ {
+ // Destroy spawned objects and reset scene objects
+ PhotonNetwork.LocalCleanupAnythingInstantiated(true);
+ }
+
+
+ public void OnPlayerEnteredRoom(Player newPlayer)
+ {
+ // note: if the master client becomes inactive, someone else becomes master. so there is no case where the active master client reconnects
+ // what may happen is that the Master Client disconnects locally and uses ReconnectAndRejoin before anyone (including the server) notices.
+
+ bool amMasterClient = PhotonNetwork.IsMasterClient;
+
+ var views = PhotonNetwork.PhotonViewCollection;
+ if (amMasterClient)
+ {
+ reusableIntList.Clear();
+ }
+
+ foreach (var view in views)
+ {
+ view.RebuildControllerCache(); // all clients will potentially have to clean up owner and controller, if someone re-joins
+
+ // the master client notifies joining players of any non-creator ownership
+ if (amMasterClient)
+ {
+ int viewOwnerId = view.OwnerActorNr;
+ if (viewOwnerId != view.CreatorActorNr)
+ {
+ reusableIntList.Add(view.ViewID);
+ reusableIntList.Add(viewOwnerId);
+ }
+ }
+ }
+
+ // update the joining player of non-creator ownership in the room
+ if (amMasterClient && reusableIntList.Count > 0)
+ {
+ PhotonNetwork.OwnershipUpdate(reusableIntList.ToArray(), newPlayer.ActorNumber);
+ }
+
+ }
+
+ public void OnPlayerLeftRoom(Player otherPlayer)
+ {
+ var views = PhotonNetwork.PhotonViewCollection;
+
+ int leavingPlayerId = otherPlayer.ActorNumber;
+ bool isInactive = otherPlayer.IsInactive;
+
+ // SOFT DISCONNECT: A player has timed out to the relay but has not yet exceeded PlayerTTL and may reconnect.
+ // Master will take control of this objects until the player hard disconnects, or returns.
+ if (isInactive)
+ {
+ foreach (var view in views)
+ {
+ // v2.27: changed from owner-check to controller-check
+ if (view.ControllerActorNr == leavingPlayerId)
+ view.ControllerActorNr = PhotonNetwork.MasterClient.ActorNumber;
+ }
+
+ }
+ // HARD DISCONNECT: Player permanently removed. Remove that actor as owner for all items they created (Unless AutoCleanUp is false)
+ else
+ {
+ bool autocleanup = PhotonNetwork.CurrentRoom.AutoCleanUp;
+
+ foreach (var view in views)
+ {
+ // Skip changing Owner/Controller for items that will be cleaned up.
+ if (autocleanup && view.CreatorActorNr == leavingPlayerId)
+ continue;
+
+ // Any views owned by the leaving player, default to null owner (which will become master controlled).
+ if (view.OwnerActorNr == leavingPlayerId || view.ControllerActorNr == leavingPlayerId)
+ {
+ view.OwnerActorNr = 0;
+ view.ControllerActorNr = PhotonNetwork.MasterClient.ActorNumber;
+ }
+ }
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonHandler.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonHandler.cs.meta
new file mode 100644
index 0000000..97b4d82
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonHandler.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 177bddf229f8d8445a70c0652f03b7df
+labels:
+- ExitGames
+- PUN
+- Photon
+- Networking
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonNetwork.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonNetwork.cs
new file mode 100644
index 0000000..47a5877
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonNetwork.cs
@@ -0,0 +1,3312 @@
+// ----------------------------------------------------------------------------
+// <copyright file="PhotonNetwork.cs" company="Exit Games GmbH">
+// PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH
+// </copyright>
+// <summary>
+// PhotonNetwork is the central class of the PUN package.
+// </summary>
+// <author>developer@exitgames.com</author>
+// ----------------------------------------------------------------------------
+
+
+namespace Photon.Pun
+{
+ using System.Diagnostics;
+ using UnityEngine;
+ using System;
+ using System.Linq;
+ using System.Collections.Generic;
+ using ExitGames.Client.Photon;
+ using UnityEngine.SceneManagement;
+
+ using Photon.Realtime;
+ using Debug = UnityEngine.Debug;
+ using Hashtable = ExitGames.Client.Photon.Hashtable;
+
+ #if UNITY_EDITOR
+ using UnityEditor;
+ using System.IO;
+ #endif
+
+
+ public struct InstantiateParameters
+ {
+ public int[] viewIDs;
+ public byte objLevelPrefix;
+ public object[] data;
+ public byte @group;
+ public Quaternion rotation;
+ public Vector3 position;
+ public string prefabName;
+ public Player creator;
+ public int timestamp;
+
+ public InstantiateParameters(string prefabName, Vector3 position, Quaternion rotation, byte @group, object[] data, byte objLevelPrefix, int[] viewIDs, Player creator, int timestamp)
+ {
+ this.prefabName = prefabName;
+ this.position = position;
+ this.rotation = rotation;
+ this.@group = @group;
+ this.data = data;
+ this.objLevelPrefix = objLevelPrefix;
+ this.viewIDs = viewIDs;
+ this.creator = creator;
+ this.timestamp = timestamp;
+ }
+ }
+
+
+ /// <summary>
+ /// The main class to use the PhotonNetwork plugin.
+ /// This class is static.
+ /// </summary>
+ /// \ingroup publicApi
+ public static partial class PhotonNetwork
+ {
+ /// <summary>Version number of PUN. Used in the AppVersion, which separates your playerbase in matchmaking.</summary>
+ public const string PunVersion = "2.40";
+
+ /// <summary>Version number of your game. Setting this updates the AppVersion, which separates your playerbase in matchmaking.</summary>
+ /// <remarks>
+ /// In PUN, the GameVersion is only one component of the LoadBalancingClient.AppVersion.
+ /// Setting the GameVersion will also set the LoadBalancingClient.AppVersion to: value+'_'+ PhotonNetwork.PunVersion.
+ ///
+ /// The AppVersion is used to split your playerbase as needed.
+ /// One AppId may have various AppVersions and each is a separate set of users for matchmaking.
+ ///
+ /// The AppVersion gets sent in the "Authenticate" step.
+ /// This means you can set the GameVersion right after calling ConnectUsingSettings (e.g.) and the new value will be used on the server.
+ /// Once the client is connected, authentication is done and the value won't be sent to the server anymore.
+ /// </remarks>
+ public static string GameVersion
+ {
+ get { return gameVersion; }
+ set
+ {
+ gameVersion = value;
+ NetworkingClient.AppVersion = string.Format("{0}_{1}", value, PhotonNetwork.PunVersion);
+ }
+ }
+
+ private static string gameVersion;
+
+ /// <summary>Sent to Photon Server to specify the "Virtual AppId".</summary>
+ /// <remarks>Sent with the operation Authenticate. When using PUN, you should set the GameVersion or use ConnectUsingSettings().</remarks>
+ public static string AppVersion
+ {
+ get { return NetworkingClient.AppVersion; }
+ }
+
+ /// <summary>The LoadBalancingClient is part of Photon Realtime and wraps up multiple servers and states for PUN.</summary>
+ public static LoadBalancingClient NetworkingClient;
+
+ /// <summary>
+ /// The maximum number of assigned PhotonViews <i>per player</i> (or scene). See the [General Documentation](@ref general) topic "Limitations" on how to raise this limitation.
+ /// </summary>
+ public static readonly int MAX_VIEW_IDS = 1000; // VIEW & PLAYER LIMIT CAN BE EASILY CHANGED, SEE DOCS
+
+
+ /// <summary>Name of the PhotonServerSettings file (used to load and by PhotonEditor to save new files).</summary>
+ public const string ServerSettingsFileName = "PhotonServerSettings";
+
+ private static ServerSettings photonServerSettings;
+
+ /// <summary>Serialized server settings, written by the Setup Wizard for use in ConnectUsingSettings.</summary>
+ public static ServerSettings PhotonServerSettings
+ {
+ get
+ {
+ if (photonServerSettings == null)
+ {
+ LoadOrCreateSettings();
+ }
+
+ return photonServerSettings;
+ }
+ private set { photonServerSettings = value; }
+ }
+
+ /// <summary>Currently used server address (no matter if master or game server).</summary>
+ public static string ServerAddress { get { return (NetworkingClient != null) ? NetworkingClient.CurrentServerAddress : "<not connected>"; } }
+
+ /// <summary>Currently used Cloud Region (if any). As long as the client is not on a Master Server or Game Server, the region is not yet defined.</summary>
+ public static string CloudRegion { get { return (NetworkingClient != null && IsConnected && Server!=ServerConnection.NameServer) ? NetworkingClient.CloudRegion : null; } }
+
+ /// <summary>The cluster name provided by the Name Server.</summary>
+ /// <remarks>
+ /// The value is provided by the OpResponse for OpAuthenticate/OpAuthenticateOnce. See ConnectToRegion.
+ ///
+ /// Null until set.
+ ///
+ /// Note that the Name Server may assign another cluster, if the requested one is not configured or available.
+ /// </remarks>
+ public static string CurrentCluster { get { return (NetworkingClient != null ) ? NetworkingClient.CurrentCluster : null; } }
+
+ /// <summary>Key to save the "Best Region Summary" in the Player Preferences.</summary>
+ private const string PlayerPrefsKey = "PUNCloudBestRegion";
+
+ /// <summary>Used to store and access the "Best Region Summary" in the Player Preferences.</summary>
+ /// <remarks>
+ /// Set this value to null before you connect, to discard the previously selected Best Region for the client.
+ /// </remarks>
+ public static string BestRegionSummaryInPreferences
+ {
+ get
+ {
+ return PlayerPrefs.GetString(PlayerPrefsKey, null);
+ }
+ internal set
+ {
+ if (String.IsNullOrEmpty(value))
+ {
+ PlayerPrefs.DeleteKey(PlayerPrefsKey);
+ }
+ else
+ {
+ PlayerPrefs.SetString(PlayerPrefsKey, value.ToString());
+ }
+ }
+ }
+
+ /// <summary>
+ /// False until you connected to Photon initially. True immediately after Connect-call, in offline mode, while connected to any server and even while switching servers.
+ /// </summary>
+ /// <remarks>
+ /// It is recommended to use the IConnectionCallbacks to establish a connection workflow.
+ /// Also have a look at IsConnectedAndReady, which provides more info on when you can call operations at all.
+ /// </remarks>
+ public static bool IsConnected
+ {
+ get
+ {
+ if (OfflineMode)
+ {
+ return true;
+ }
+
+ if (NetworkingClient == null)
+ {
+ return false;
+ }
+
+ return NetworkingClient.IsConnected;
+ }
+ }
+
+ /// <summary>
+ /// A refined version of connected which is true only if your connection to the server is ready to accept operations like join, leave, etc.
+ /// </summary>
+ public static bool IsConnectedAndReady
+ {
+ get
+ {
+ if (OfflineMode)
+ {
+ return true;
+ }
+ if (NetworkingClient == null)
+ {
+ return false;
+ }
+
+ return NetworkingClient.IsConnectedAndReady;
+ }
+ }
+
+ /// <summary>
+ /// Directly provides the network-level client state, unless in OfflineMode.
+ /// </summary>
+ /// <remarks>
+ /// In context of PUN, you should usually use IsConnected or IsConnectedAndReady.
+ ///
+ /// This is the lower level connection state. Keep in mind that PUN uses more than one server,
+ /// so the client may become Disconnected, even though it's just switching servers.
+ ///
+ /// While OfflineMode is true, this is ClientState.Joined (after create/join) or ConnectedToMasterServer in all other cases.
+ /// </remarks>
+ public static ClientState NetworkClientState
+ {
+ get
+ {
+ if (OfflineMode)
+ {
+ return (offlineModeRoom != null) ? ClientState.Joined : ClientState.ConnectedToMasterServer;
+ }
+
+ if (NetworkingClient == null)
+ {
+ return ClientState.Disconnected;
+ }
+
+ return NetworkingClient.State;
+ }
+ }
+
+ /// <summary>Tracks, which Connect method was called last. </summary>
+ /// <remarks>
+ /// ConnectToMaster sets this to ConnectToMaster.
+ /// ConnectToRegion sets this to ConnectToRegion.
+ /// ConnectToBestCloudServer sets this to ConnectToBest.
+ /// PhotonNetwork.ConnectUsingSettings will call either ConnectToMaster, ConnectToRegion or ConnectToBest, depending on the settings.
+ /// </remarks>
+ public static ConnectMethod ConnectMethod = ConnectMethod.NotCalled;
+
+
+ /// <summary>The server (type) this client is currently connected or connecting to.</summary>
+ /// <remarks>Photon uses 3 different roles of servers: Name Server, Master Server and Game Server.</remarks>
+ public static ServerConnection Server
+ {
+ get
+ {
+ if (OfflineMode)
+ {
+ return CurrentRoom == null ? ServerConnection.MasterServer : ServerConnection.GameServer;
+ }
+ return (PhotonNetwork.NetworkingClient != null) ? PhotonNetwork.NetworkingClient.Server : ServerConnection.NameServer;
+ }
+ }
+
+ /// <summary>
+ /// A user's authentication values used during connect.
+ /// </summary>
+ /// <remarks>
+ /// Set these before calling Connect if you want custom authentication.
+ /// These values set the userId, if and how that userId gets verified (server-side), etc..
+ ///
+ /// If authentication fails for any values, PUN will call your implementation of OnCustomAuthenticationFailed(string debugMessage).
+ /// See <see cref="Photon.Realtime.IConnectionCallbacks.OnCustomAuthenticationFailed"/>.
+ /// </remarks>
+ public static AuthenticationValues AuthValues
+ {
+ get { return (NetworkingClient != null) ? NetworkingClient.AuthValues : null; }
+ set { if (NetworkingClient != null) NetworkingClient.AuthValues = value; }
+ }
+
+ /// <summary>
+ /// The lobby that will be used when PUN joins a lobby or creates a game.
+ /// This is defined when joining a lobby or creating rooms
+ /// </summary>
+ /// <remarks>
+ /// The default lobby uses an empty string as name.
+ /// So when you connect or leave a room, PUN automatically gets you into a lobby again.
+ ///
+ /// Check PhotonNetwork.InLobby if the client is in a lobby.
+ /// (@ref masterServerAndLobby)
+ /// </remarks>
+ public static TypedLobby CurrentLobby
+ {
+ get { return NetworkingClient.CurrentLobby; }
+ }
+
+ /// <summary>
+ /// Get the room we're currently in (also when in OfflineMode). Null if we aren't in any room.
+ /// </summary>
+ /// <remarks>
+ /// LoadBalancing Client is not aware of the Photon Offline Mode, so never use PhotonNetwork.NetworkingClient.CurrentRoom will be null if you are using OffLine Mode, while PhotonNetwork.CurrentRoom will be set when offlineMode is true
+ /// </remarks>
+ public static Room CurrentRoom
+ {
+ get
+ {
+ if (offlineMode)
+ {
+ return offlineModeRoom;
+ }
+
+ return NetworkingClient == null ? null : NetworkingClient.CurrentRoom;
+ }
+ }
+
+ /// <summary>
+ /// Controls how verbose PUN is.
+ /// </summary>
+ public static PunLogLevel LogLevel = PunLogLevel.ErrorsOnly;
+
+ /// <summary>
+ /// This client's Player instance is always available, unless the app shuts down.
+ /// </summary>
+ /// <remarks>
+ /// Useful (e.g.) to set the Custom Player Properties or the NickName for this client anytime.
+ /// When the client joins a room, the Custom Properties and other values are synced.
+ /// </remarks>
+ public static Player LocalPlayer
+ {
+ get
+ {
+ if (NetworkingClient == null)
+ {
+ return null; // suppress ExitApplication errors
+ }
+
+ return NetworkingClient.LocalPlayer;
+ }
+ }
+
+ /// <summary>
+ /// Set to synchronize the player's nickname with everyone in the room(s) you enter. This sets PhotonNetwork.player.NickName.
+ /// </summary>
+ /// <remarks>
+ /// The NickName is just a nickname and does not have to be unique or backed up with some account.<br/>
+ /// Set the value any time (e.g. before you connect) and it will be available to everyone you play with.<br/>
+ /// Access the names of players by: Player.NickName. <br/>
+ /// PhotonNetwork.PlayerListOthers is a list of other players - each contains the NickName the remote player set.
+ /// </remarks>
+ public static string NickName
+ {
+ get
+ {
+ return NetworkingClient.NickName;
+ }
+
+ set
+ {
+ NetworkingClient.NickName = value;
+ }
+ }
+
+ /// <summary>
+ /// A sorted copy of the players-list of the current room. This is using Linq, so better cache this value. Update when players join / leave.
+ /// </summary>
+ public static Player[] PlayerList
+ {
+ get
+ {
+ Room room = CurrentRoom;
+ if (room != null)
+ {
+ // TODO: implement more effectively. maybe cache?!
+ return room.Players.Values.OrderBy((x) => x.ActorNumber).ToArray();
+ }
+ return new Player[0];
+ }
+ }
+
+ /// <summary>
+ /// A sorted copy of the players-list of the current room, excluding this client. This is using Linq, so better cache this value. Update when players join / leave.
+ /// </summary>
+ public static Player[] PlayerListOthers
+ {
+ get
+ {
+ Room room = CurrentRoom;
+ if (room != null)
+ {
+ // TODO: implement more effectively. maybe cache?!
+ return room.Players.Values.OrderBy((x) => x.ActorNumber).Where(x => !x.IsLocal).ToArray();
+ }
+ return new Player[0];
+ }
+ }
+
+ /// <summary>
+ /// Used to enable reaction to CloseConnection events. Default: false.
+ /// </summary>
+ /// <remarks>
+ /// Using CloseConnection is a security risk, as exploiters can send the event as Master Client.
+ ///
+ /// In best case, a game would implement this "disconnect others" independently from PUN in game-code
+ /// with some security checks.
+ /// </remarks>
+ public static bool EnableCloseConnection = false;
+
+ /// <summary>
+ /// The minimum difference that a Vector2 or Vector3(e.g. a transforms rotation) needs to change before we send it via a PhotonView's OnSerialize/ObservingComponent.
+ /// </summary>
+ /// <remarks>
+ /// Note that this is the sqrMagnitude. E.g. to send only after a 0.01 change on the Y-axix, we use 0.01f*0.01f=0.0001f. As a remedy against float inaccuracy we use 0.000099f instead of 0.0001f.
+ /// </remarks>
+ public static float PrecisionForVectorSynchronization = 0.000099f;
+
+ /// <summary>
+ /// The minimum angle that a rotation needs to change before we send it via a PhotonView's OnSerialize/ObservingComponent.
+ /// </summary>
+ public static float PrecisionForQuaternionSynchronization = 1.0f;
+
+ /// <summary>
+ /// The minimum difference between floats before we send it via a PhotonView's OnSerialize/ObservingComponent.
+ /// </summary>
+ public static float PrecisionForFloatSynchronization = 0.01f;
+
+
+ /// <summary>
+ /// Offline mode can be set to re-use your multiplayer code in singleplayer game modes.
+ /// When this is on PhotonNetwork will not create any connections and there is near to
+ /// no overhead. Mostly usefull for reusing RPC's and PhotonNetwork.Instantiate
+ /// </summary>
+ public static bool OfflineMode
+ {
+ get
+ {
+ return offlineMode;
+ }
+
+ set
+ {
+ if (value == offlineMode)
+ {
+ return;
+ }
+
+ if (value && IsConnected)
+ {
+ Debug.LogError("Can't start OFFLINE mode while connected!");
+ return;
+ }
+
+ if (NetworkingClient.IsConnected)
+ {
+ NetworkingClient.Disconnect(); // Cleanup (also calls OnLeftRoom to reset stuff)
+ }
+
+ offlineMode = value;
+
+ if (offlineMode)
+ {
+ NetworkingClient.ChangeLocalID(-1);
+ //SendMonoMessage(PhotonNetworkingMessage.OnConnectedToMaster);
+ NetworkingClient.ConnectionCallbackTargets.OnConnectedToMaster();
+ }
+ else
+ {
+ bool wasInOfflineRoom = offlineModeRoom != null;
+
+ if (wasInOfflineRoom)
+ {
+ LeftRoomCleanup();
+ }
+ offlineModeRoom = null;
+ PhotonNetwork.NetworkingClient.CurrentRoom = null;
+ NetworkingClient.ChangeLocalID(-1);
+ if (wasInOfflineRoom)
+ {
+ NetworkingClient.MatchMakingCallbackTargets.OnLeftRoom();
+ }
+ }
+ }
+ }
+
+ private static bool offlineMode = false;
+ private static Room offlineModeRoom = null;
+
+
+ /// <summary>Defines if all clients in a room should automatically load the same level as the Master Client.</summary>
+ /// <remarks>
+ /// When enabled, clients load the same scene that is active on the Master Client.
+ /// When a client joins a room, the scene gets loaded even before the callback OnJoinedRoom gets called.
+ ///
+ /// To synchronize the loaded level, the Master Client should use PhotonNetwork.LoadLevel, which
+ /// notifies the other clients before starting to load the scene.
+ /// If the Master Client loads a level directly via Unity's API, PUN will notify the other players after
+ /// the scene loading completed (using SceneManager.sceneLoaded).
+ ///
+ /// Internally, a Custom Room Property is set for the loaded scene. On change, clients use LoadLevel
+ /// if they are not in the same scene.
+ ///
+ /// Note that this works only for a single active scene and that reloading the scene is not supported.
+ /// The Master Client will actually reload a scene but other clients won't.
+ /// To get everyone to reload, the game can send an RPC or event to trigger the loading.
+ /// </remarks>
+ public static bool AutomaticallySyncScene
+ {
+ get
+ {
+ return automaticallySyncScene;
+ }
+ set
+ {
+ automaticallySyncScene = value;
+ if (automaticallySyncScene && CurrentRoom != null)
+ {
+ LoadLevelIfSynced();
+ }
+ }
+ }
+
+ private static bool automaticallySyncScene = false;
+
+ /// <summary>
+ /// If enabled, the client will get a list of available lobbies from the Master Server.
+ /// </summary>
+ /// <remarks>
+ /// Set this value before the client connects to the Master Server. While connected to the Master
+ /// Server, a change has no effect.
+ ///
+ /// Implement OptionalInfoCallbacks.OnLobbyStatisticsUpdate, to get the list of used lobbies.
+ ///
+ /// The lobby statistics can be useful if your title dynamically uses lobbies, depending (e.g.)
+ /// on current player activity or such.
+ /// In this case, getting a list of available lobbies, their room-count and player-count can
+ /// be useful info.
+ ///
+ /// ConnectUsingSettings sets this to the PhotonServerSettings value.
+ /// </remarks>
+ public static bool EnableLobbyStatistics
+ {
+ get
+ {
+ return NetworkingClient.EnableLobbyStatistics;
+ }
+ }
+
+
+ /// <summary>True while this client is in a lobby.</summary>
+ /// <remarks>
+ /// Implement IPunCallbacks.OnRoomListUpdate() for a notification when the list of rooms
+ /// becomes available or updated.
+ ///
+ /// You are automatically leaving any lobby when you join a room!
+ /// Lobbies only exist on the Master Server (whereas rooms are handled by Game Servers).
+ /// </remarks>
+ public static bool InLobby
+ {
+ get
+ {
+ return NetworkingClient.InLobby;
+ }
+ }
+
+
+ /// <summary>
+ /// Defines how many times per second the PhotonHandler should send data, if any is queued. Default: 30.
+ /// </summary>
+ /// <remarks>
+ /// This value defines how often PUN will call the low level PhotonPeer to put queued outgoing messages
+ /// into a datagram to be sent. This is implemented in the PhotonHandler component, which integrates PUN
+ /// into the Unity game loop.
+ /// The PhotonHandler.MaxDatagrams value defines how many datagrams can be sent in one iteration.
+ ///
+ /// This value does not affect how often updates are written by PhotonViews. That is controlled by the
+ /// SerializationRate. To avoid send-delays for PhotonView updates, PUN will also send data at the end
+ /// of frames that wrote data in OnPhotonSerializeView, so sending may actually be more frequent than
+ /// the SendRate.
+ ///
+ /// Messages queued due to RPCs and RaiseEvent, will be sent with at least SendRate frequency. They
+ /// are included, when OnPhotonSerialize wrote updates and triggers early sending.
+ ///
+ /// Setting this value does not adjust the SerializationRate anymore (as of PUN 2.24).
+ ///
+ /// Sending less often will aggregate messages in datagrams, which avoids overhead on the network.
+ /// It is also important to not push too many datagrams per frame. Three to five seem to be the sweet spot.
+ ///
+ /// Keep your target platform in mind: mobile networks are usually slower.
+ /// WiFi is slower with more variance and bursts of loss.
+ ///
+ /// A low framerate (as in Update calls) will affect sending of messages.
+ /// </remarks>
+ public static int SendRate
+ {
+ get
+ {
+ return 1000 / sendFrequency;
+ }
+
+ set
+ {
+ sendFrequency = 1000 / value;
+ if (PhotonHandler.Instance != null)
+ {
+ PhotonHandler.Instance.UpdateInterval = sendFrequency;
+ }
+ }
+ }
+
+ private static int sendFrequency = 33; // in milliseconds.
+
+ /// <summary>
+ /// Defines how many times per second OnPhotonSerialize should be called on PhotonViews for controlled objects.
+ /// </summary>
+ /// <remarks>
+ /// This value defines how often PUN will call OnPhotonSerialize on controlled network objects.
+ /// This is implemented in the PhotonHandler component, which integrates PUN into the Unity game loop.
+ ///
+ /// The updates written in OnPhotonSerialize will be queued temporarily and sent in the next LateUpdate,
+ /// so a high SerializationRate also causes more sends. The idea is to keep the delay short during
+ /// which written updates are queued.
+ ///
+ /// Calling RPCs will not trigger a send.
+ ///
+ /// A low framerate will affect how frequent updates are written and how "on time" they are.
+ ///
+ /// A lower rate takes up less performance but the receiving side needs to interpolate longer times
+ /// between updates.
+ /// </remarks>
+ public static int SerializationRate
+ {
+ get
+ {
+ return 1000 / serializationFrequency;
+ }
+
+ set
+ {
+ serializationFrequency = 1000 / value;
+ if (PhotonHandler.Instance != null)
+ {
+ PhotonHandler.Instance.UpdateIntervalOnSerialize = serializationFrequency;
+ }
+ }
+ }
+
+ private static int serializationFrequency = 100; // in milliseconds. I.e. 100 = 100ms which makes 10 times/second
+
+
+ /// <summary>
+ /// Can be used to pause dispatching of incoming events (RPCs, Instantiates and anything else incoming).
+ /// </summary>
+ /// <remarks>
+ /// While IsMessageQueueRunning == false, the OnPhotonSerializeView calls are not done and nothing is sent by
+ /// a client. Also, incoming messages will be queued until you re-activate the message queue.
+ ///
+ /// This can be useful if you first want to load a level, then go on receiving data of PhotonViews and RPCs.
+ /// The client will go on receiving and sending acknowledgements for incoming packages and your RPCs/Events.
+ /// This adds "lag" and can cause issues when the pause is longer, as all incoming messages are just queued.
+ /// </remarks>
+ public static bool IsMessageQueueRunning
+ {
+ get
+ {
+ return isMessageQueueRunning;
+ }
+
+ set
+ {
+ isMessageQueueRunning = value;
+ }
+ }
+
+ /// <summary>Backup for property IsMessageQueueRunning.</summary>
+ private static bool isMessageQueueRunning = true;
+
+
+ /// <summary>
+ /// Photon network time, synched with the server.
+ /// </summary>
+ /// <remarks>
+ /// v1.55<br/>
+ /// This time value depends on the server's Environment.TickCount. It is different per server
+ /// but inside a Room, all clients should have the same value (Rooms are on one server only).<br/>
+ /// This is not a DateTime!<br/>
+ ///
+ /// Use this value with care: <br/>
+ /// It can start with any positive value.<br/>
+ /// It will "wrap around" from 4294967.295 to 0!
+ /// </remarks>
+ public static double Time
+ {
+ get
+ {
+ if (UnityEngine.Time.frameCount == frame)
+ {
+ return frametime;
+ }
+
+ uint u = (uint)ServerTimestamp;
+ double t = u;
+ frametime = t / 1000.0d;
+ frame = UnityEngine.Time.frameCount;
+ return frametime;
+ }
+ }
+
+ private static double frametime;
+ private static int frame;
+
+ /// <summary>
+ /// The current server's millisecond timestamp.
+ /// </summary>
+ /// <remarks>
+ /// This can be useful to sync actions and events on all clients in one room.
+ /// The timestamp is based on the server's Environment.TickCount.
+ ///
+ /// It will overflow from a positive to a negative value every so often, so
+ /// be careful to use only time-differences to check the Time delta when things
+ /// happen.
+ ///
+ /// This is the basis for PhotonNetwork.Time.
+ /// </remarks>
+ public static int ServerTimestamp
+ {
+ get
+ {
+ if (OfflineMode)
+ {
+ if (StartupStopwatch != null && StartupStopwatch.IsRunning)
+ {
+ return (int)StartupStopwatch.ElapsedMilliseconds;
+ }
+ return Environment.TickCount;
+ }
+
+ return NetworkingClient.LoadBalancingPeer.ServerTimeInMilliSeconds; // TODO: implement ServerTimeInMilliSeconds in LBC
+ }
+ }
+
+ /// <summary>Used for Photon/PUN timing, as Time.time can't be called from Threads.</summary>
+ private static Stopwatch StartupStopwatch;
+
+
+ /// <summary>
+ /// Defines how many seconds PUN keeps the connection after Unity's OnApplicationPause(true) call. Default: 60 seconds.
+ /// </summary>
+ /// <remarks>
+ /// It's best practice to disconnect inactive apps/connections after a while but to also allow users to take calls, etc..
+ /// We think a reasonable background timeout is 60 seconds.
+ ///
+ /// To handle the timeout, implement: OnDisconnected(), as usual.
+ /// Your application will "notice" the background disconnect when it becomes active again (running the Update() loop).
+ ///
+ /// If you need to separate this case from others, you need to track if the app was in the background
+ /// (there is no special callback by PUN).
+ ///
+ ///
+ /// Info:
+ /// PUN is running a "fallback thread" to send ACKs to the server, even when Unity is not calling Update() regularly.
+ /// This helps keeping the connection while loading scenes and assets and when the app is in the background.
+ ///
+ /// Note:
+ /// Some platforms (e.g. iOS) don't allow to keep a connection while the app is in background.
+ /// In those cases, this value does not change anything, the app immediately loses connection in background.
+ ///
+ /// Unity's OnApplicationPause() callback is broken in some exports (Android) of some Unity versions.
+ /// Make sure OnApplicationPause() gets the callbacks you expect on the platform you target!
+ /// Check PhotonHandler.OnApplicationPause(bool pause) to see the implementation.
+ /// </remarks>
+ public static float KeepAliveInBackground
+ {
+ set
+ {
+ if (PhotonHandler.Instance != null)
+ {
+ PhotonHandler.Instance.KeepAliveInBackground = (int)Mathf.Round(value * 1000.0f);
+ }
+ }
+
+ get { return PhotonHandler.Instance != null ? Mathf.Round(PhotonHandler.Instance.KeepAliveInBackground / 1000.0f) : 60.0f; }
+ }
+
+
+ /// <summary>Affects if the PhotonHandler dispatches incoming messages in LateUpdate or FixedUpdate (default).</summary>
+ /// <remarks>
+ /// By default the PhotonHandler component dispatches incoming messages in FixedUpdate.
+ ///
+ /// When the Time.timeScale is low, FixedUpdate is called less frequently up to a point where updates may get paused.
+ /// PUN can automatically dispatch messages in LateUpdate for low timeScale values (when Time.timeScale is lower than this value).
+ ///
+ /// PUN will use either FixedUpdate or LateUpdate but not both (as of v2.23).
+ ///
+ /// When you use this value, be aware that Instantiates and RPCs execute with a changed timing within a frame.
+ /// If Instantiate is called from FixedUpdate, the physics engine seems to run for instantiated objects before the engine calls Start() on them.
+ ///
+ /// By default, this value is -1f, so there is no fallback to LateUpdate.
+ /// </remarks>
+ public static float MinimalTimeScaleToDispatchInFixedUpdate = -1f;
+
+
+ /// <summary>
+ /// Are we the master client?
+ /// </summary>
+ public static bool IsMasterClient
+ {
+ get
+ {
+ if (OfflineMode)
+ {
+ return true;
+ }
+
+ return NetworkingClient.CurrentRoom != null && NetworkingClient.CurrentRoom.MasterClientId == LocalPlayer.ActorNumber; // TODO: implement MasterClient shortcut in LBC?
+ }
+ }
+
+ /// <summary>
+ /// The Master Client of the current room or null (outside of rooms).
+ /// </summary>
+ /// <remarks>
+ /// Can be used as "authoritative" client/player to make descisions, run AI or other.
+ ///
+ /// If the current Master Client leaves the room (leave/disconnect), the server will quickly assign someone else.
+ /// If the current Master Client times out (closed app, lost connection, etc), messages sent to this client are
+ /// effectively lost for the others! A timeout can take 10 seconds in which no Master Client is active.
+ ///
+ /// Implement the method IPunCallbacks.OnMasterClientSwitched to be called when the Master Client switched.
+ ///
+ /// Use PhotonNetwork.SetMasterClient, to switch manually to some other player / client.
+ ///
+ /// With OfflineMode == true, this always returns the PhotonNetwork.player.
+ /// </remarks>
+ public static Player MasterClient
+ {
+ get
+ {
+ if (OfflineMode)
+ {
+ return PhotonNetwork.LocalPlayer;
+ }
+
+ if (NetworkingClient == null || NetworkingClient.CurrentRoom == null)
+ {
+ return null;
+ }
+
+ return NetworkingClient.CurrentRoom.GetPlayer(NetworkingClient.CurrentRoom.MasterClientId);
+ }
+ }
+
+ /// <summary>Is true while being in a room (NetworkClientState == ClientState.Joined).</summary>
+ /// <remarks>
+ /// Aside from polling this value, game logic should implement IMatchmakingCallbacks in some class
+ /// and react when that gets called.<br/>
+ ///
+ /// Many actions can only be executed in a room, like Instantiate or Leave, etc.<br/>
+ /// A client can join a room in offline mode. In that case, don't use LoadBalancingClient.InRoom, which
+ /// does not cover offline mode.
+ /// </remarks>
+ public static bool InRoom
+ {
+ get
+ {
+ // in offline mode, you can be in a room too and NetworkClientState then returns Joined like on online mode!
+ return NetworkClientState == ClientState.Joined;
+ }
+ }
+
+
+ /// <summary>
+ /// The count of players currently looking for a room (available on MasterServer in 5sec intervals).
+ /// </summary>
+ public static int CountOfPlayersOnMaster
+ {
+ get
+ {
+ return NetworkingClient.PlayersOnMasterCount;
+ }
+ }
+
+ /// <summary>
+ /// Count of users currently playing your app in some room (sent every 5sec by Master Server).
+ /// Use PhotonNetwork.PlayerList.Length or PhotonNetwork.CurrentRoom.PlayerCount to get the count of players in the room you're in!
+ /// </summary>
+ public static int CountOfPlayersInRooms
+ {
+ get
+ {
+ return NetworkingClient.PlayersInRoomsCount;
+ }
+ }
+
+ /// <summary>
+ /// The count of players currently using this application (available on MasterServer in 5sec intervals).
+ /// </summary>
+ public static int CountOfPlayers
+ {
+ get
+ {
+ return NetworkingClient.PlayersInRoomsCount + NetworkingClient.PlayersOnMasterCount;
+ }
+ }
+
+ /// <summary>
+ /// The count of rooms currently in use (available on MasterServer in 5sec intervals).
+ /// </summary>
+ public static int CountOfRooms
+ {
+ get
+ {
+ return NetworkingClient.RoomsCount;
+ }
+ }
+
+ /// <summary>
+ /// Enables or disables the collection of statistics about this client's traffic.
+ /// </summary>
+ /// <remarks>
+ /// If you encounter issues with clients, the traffic stats are a good starting point to find solutions.
+ /// Only with enabled stats, you can use GetVitalStats
+ /// </remarks>
+ public static bool NetworkStatisticsEnabled
+ {
+ get
+ {
+ return NetworkingClient.LoadBalancingPeer.TrafficStatsEnabled;
+ }
+
+ set
+ {
+ NetworkingClient.LoadBalancingPeer.TrafficStatsEnabled = value;
+ }
+ }
+
+ /// <summary>
+ /// Count of commands that got repeated (due to local repeat-timing before an ACK was received).
+ /// </summary>
+ /// <remarks>
+ /// If this value increases a lot, there is a good chance that a timeout disconnect will happen due to bad conditions.
+ /// </remarks>
+ public static int ResentReliableCommands
+ {
+ get { return NetworkingClient.LoadBalancingPeer.ResentReliableCommands; }
+ }
+
+ /// <summary>Crc checks can be useful to detect and avoid issues with broken datagrams. Can be enabled while not connected.</summary>
+ public static bool CrcCheckEnabled
+ {
+ get { return NetworkingClient.LoadBalancingPeer.CrcEnabled; }
+ set
+ {
+ if (!IsConnected)
+ {
+ NetworkingClient.LoadBalancingPeer.CrcEnabled = value;
+ }
+ else
+ {
+ Debug.Log("Can't change CrcCheckEnabled while being connected. CrcCheckEnabled stays " + NetworkingClient.LoadBalancingPeer.CrcEnabled);
+ }
+ }
+ }
+
+ /// <summary>If CrcCheckEnabled, this counts the incoming packages that don't have a valid CRC checksum and got rejected.</summary>
+ public static int PacketLossByCrcCheck
+ {
+ get { return NetworkingClient.LoadBalancingPeer.PacketLossByCrc; }
+ }
+
+ /// <summary>Defines the number of times a reliable message can be resent before not getting an ACK for it will trigger a disconnect. Default: 5.</summary>
+ /// <remarks>Less resends mean quicker disconnects, while more can lead to much more lag without helping. Min: 3. Max: 10.</remarks>
+ public static int MaxResendsBeforeDisconnect
+ {
+ get { return NetworkingClient.LoadBalancingPeer.SentCountAllowance; }
+ set
+ {
+ if (value < 3) value = 3;
+ if (value > 10) value = 10;
+ NetworkingClient.LoadBalancingPeer.SentCountAllowance = value;
+ }
+ }
+
+ /// <summary>In case of network loss, reliable messages can be repeated quickly up to 3 times.</summary>
+ /// <remarks>
+ /// When reliable messages get lost more than once, subsequent repeats are delayed a bit
+ /// to allow the network to recover.<br/>
+ /// With this option, the repeats 2 and 3 can be sped up. This can help avoid timeouts but
+ /// also it increases the speed in which gaps are closed.<br/>
+ /// When you set this, increase PhotonNetwork.MaxResendsBeforeDisconnect to 6 or 7.
+ /// </remarks>
+ public static int QuickResends
+ {
+ get { return NetworkingClient.LoadBalancingPeer.QuickResendAttempts; }
+ set
+ {
+ if (value < 0) value = 0;
+ if (value > 3) value = 3;
+ NetworkingClient.LoadBalancingPeer.QuickResendAttempts = (byte)value;
+ }
+ }
+
+
+ /// <summary>Replaced by ServerPortOverrides.</summary>
+ [Obsolete("Set port overrides in ServerPortOverrides. Not used anymore!")]
+ public static bool UseAlternativeUdpPorts { get; set; }
+
+ /// <summary>Defines overrides for server ports. Used per server-type if > 0. Important: If you change the transport protocol, adjust the overrides, too.</summary>
+ /// <see cref="LoadBalancingClient.ServerPortOverrides"/>
+ public static PhotonPortDefinition ServerPortOverrides
+ {
+ get { return (NetworkingClient == null) ? new PhotonPortDefinition() : NetworkingClient.ServerPortOverrides; }
+ set { if (NetworkingClient != null) NetworkingClient.ServerPortOverrides = value; }
+ }
+
+
+ private static int lastUsedViewSubId = 0; // each player only needs to remember it's own (!) last used subId to speed up assignment
+ private static int lastUsedViewSubIdStatic = 0; // per room, the master is able to instantiate GOs. the subId for this must be unique too
+
+
+ /// <summary>
+ /// Static constructor used for basic setup.
+ /// </summary>
+ static PhotonNetwork()
+ {
+ #if !UNITY_EDITOR
+ StaticReset(); // in builds, we just reset/init the client once
+ #else
+
+ #if UNITY_2019_4_OR_NEWER
+ if (NetworkingClient == null)
+ {
+ NetworkingClient = new LoadBalancingClient();
+ }
+ #else
+ StaticReset(); // in OLDER unity editor versions there is no RuntimeInitializeOnLoadMethod, so call reset
+ #endif
+
+ #endif
+ }
+
+ #if UNITY_EDITOR && UNITY_2019_4_OR_NEWER
+ [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterAssembliesLoaded)]
+ #endif
+ private static void StaticReset()
+ {
+ #if UNITY_EDITOR
+ if (!EditorApplication.isPlayingOrWillChangePlaymode)
+ {
+ return;
+ }
+ #endif
+
+ // This clear is for when Domain Reloading is disabled. Typically will already be empty.
+ monoRPCMethodsCache.Clear();
+
+ // set up the NetworkingClient, protocol, etc
+ OfflineMode = false;
+ ConnectionProtocol protocol = PhotonNetwork.PhotonServerSettings.AppSettings.Protocol;
+ NetworkingClient = new LoadBalancingClient(protocol);
+ NetworkingClient.LoadBalancingPeer.QuickResendAttempts = 2;
+ NetworkingClient.LoadBalancingPeer.SentCountAllowance = 9;
+
+ NetworkingClient.EventReceived -= OnEvent;
+ NetworkingClient.EventReceived += OnEvent;
+ NetworkingClient.OpResponseReceived -= OnOperation;
+ NetworkingClient.OpResponseReceived += OnOperation;
+ NetworkingClient.StateChanged -= OnClientStateChanged;
+ NetworkingClient.StateChanged += OnClientStateChanged;
+
+ StartupStopwatch = new Stopwatch();
+ StartupStopwatch.Start();
+
+ // using a singleton PhotonHandler to control the new client (which is also a singleton for PUN)
+ PhotonHandler.Instance.Client = NetworkingClient;
+
+
+ Application.runInBackground = PhotonServerSettings.RunInBackground;
+ PrefabPool = new DefaultPool();
+
+ // RPC shortcut lookup creation (from list of RPCs, which is updated by Editor scripts)
+ rpcShortcuts = new Dictionary<string, int>(PhotonNetwork.PhotonServerSettings.RpcList.Count);
+ for (int index = 0; index < PhotonNetwork.PhotonServerSettings.RpcList.Count; index++)
+ {
+ var name = PhotonNetwork.PhotonServerSettings.RpcList[index];
+ rpcShortcuts[name] = index;
+ }
+
+ // PUN custom types (typical for Unity)
+ CustomTypes.Register();
+ }
+
+ /// <summary>Connect to Photon as configured in the PhotonServerSettings file.</summary>
+ /// <remarks>
+ /// Implement IConnectionCallbacks, to make your game logic aware of state changes.
+ /// Especially, IConnectionCallbacks.ConnectedToMasterServer is useful to react when
+ /// the client can do matchmaking.
+ ///
+ /// This method will disable OfflineMode (which won't destroy any instantiated GOs) and it
+ /// will set IsMessageQueueRunning to true.
+ ///
+ /// Your Photon configuration is created by the PUN Wizard and contains the AppId,
+ /// region for Photon Cloud games, the server address among other things.
+ ///
+ /// To ignore the settings file, set the relevant values and connect by calling
+ /// ConnectToMaster, ConnectToRegion.
+ ///
+ /// To connect to the Photon Cloud, a valid AppId must be in the settings file
+ /// (shown in the <a href="https://dashboard.photonengine.com">Photon Cloud Dashboard</a>).
+ ///
+ /// Connecting to the Photon Cloud might fail due to:
+ /// - Invalid AppId
+ /// - Network issues
+ /// - Invalid region
+ /// - Subscription CCU limit reached
+ /// - etc.
+ ///
+ /// In general check out the <see cref="DisconnectCause"/> from the <see cref="IConnectionCallbacks.OnDisconnected"/> callback.
+ /// </remarks>
+ public static bool ConnectUsingSettings()
+ {
+ if (PhotonServerSettings == null)
+ {
+ Debug.LogError("Can't connect: Loading settings failed. ServerSettings asset must be in any 'Resources' folder as: " + ServerSettingsFileName);
+ return false;
+ }
+
+ return ConnectUsingSettings(PhotonServerSettings.AppSettings, PhotonServerSettings.StartInOfflineMode);
+ }
+
+ public static bool ConnectUsingSettings(AppSettings appSettings, bool startInOfflineMode = false) // parameter name hides static class member
+ {
+ if (NetworkingClient.LoadBalancingPeer.PeerState != PeerStateValue.Disconnected)
+ {
+ Debug.LogWarning("ConnectUsingSettings() failed. Can only connect while in state 'Disconnected'. Current state: " + NetworkingClient.LoadBalancingPeer.PeerState);
+ return false;
+ }
+ if (PhotonHandler.AppQuits)
+ {
+ Debug.LogWarning("Can't connect: Application is closing. Unity called OnApplicationQuit().");
+ return false;
+ }
+ if (PhotonServerSettings == null)
+ {
+ Debug.LogError("Can't connect: Loading settings failed. ServerSettings asset must be in any 'Resources' folder as: " + ServerSettingsFileName);
+ return false;
+ }
+
+ SetupLogging();
+
+
+ NetworkingClient.LoadBalancingPeer.TransportProtocol = appSettings.Protocol;
+ NetworkingClient.ExpectedProtocol = null;
+ NetworkingClient.EnableProtocolFallback = appSettings.EnableProtocolFallback;
+ NetworkingClient.AuthMode = appSettings.AuthMode;
+
+
+ IsMessageQueueRunning = true;
+ NetworkingClient.AppId = appSettings.AppIdRealtime;
+ GameVersion = appSettings.AppVersion;
+
+
+
+ if (startInOfflineMode)
+ {
+ OfflineMode = true;
+ return true;
+ }
+
+ if (OfflineMode)
+ {
+ OfflineMode = false; // Cleanup offline mode
+ // someone can set OfflineMode in code and then call ConnectUsingSettings() with non-offline settings. Warning for that case:
+ Debug.LogWarning("ConnectUsingSettings() disabled the offline mode. No longer offline.");
+ }
+
+
+ NetworkingClient.EnableLobbyStatistics = appSettings.EnableLobbyStatistics;
+ NetworkingClient.ProxyServerAddress = appSettings.ProxyServer;
+
+
+ if (appSettings.IsMasterServerAddress)
+ {
+ if (AuthValues == null)
+ {
+ AuthValues = new AuthenticationValues(Guid.NewGuid().ToString());
+ }
+ else if (string.IsNullOrEmpty(AuthValues.UserId))
+ {
+ AuthValues.UserId = Guid.NewGuid().ToString();
+ }
+ return ConnectToMaster(appSettings.Server, appSettings.Port, appSettings.AppIdRealtime);
+ }
+
+
+ NetworkingClient.NameServerPortInAppSettings = appSettings.Port;
+ if (!appSettings.IsDefaultNameServer)
+ {
+ NetworkingClient.NameServerHost = appSettings.Server;
+ }
+
+
+ if (appSettings.IsBestRegion)
+ {
+ return ConnectToBestCloudServer();
+ }
+
+ return ConnectToRegion(appSettings.FixedRegion);
+ }
+
+
+ /// <summary>Connect to a Photon Master Server by address, port, appID.</summary>
+ /// <remarks>
+ /// To connect to the Photon Cloud, a valid AppId must be in the settings file (shown in the Photon Cloud Dashboard).
+ /// https://dashboard.photonengine.com
+ ///
+ /// Connecting to the Photon Cloud might fail due to:
+ /// - Invalid AppId
+ /// - Network issues
+ /// - Invalid region
+ /// - Subscription CCU limit reached
+ /// - etc.
+ ///
+ /// In general check out the <see cref="DisconnectCause"/> from the <see cref="IConnectionCallbacks.OnDisconnected"/> callback.
+ /// </remarks>
+ /// <param name="masterServerAddress">The server's address (either your own or Photon Cloud address).</param>
+ /// <param name="port">The server's port to connect to.</param>
+ /// <param name="appID">Your application ID (Photon Cloud provides you with a GUID for your game).</param>
+ public static bool ConnectToMaster(string masterServerAddress, int port, string appID)
+ {
+ // TODO: refactor NetworkingClient.LoadBalancingPeer.PeerState to not use the peer but LBC.connected or so
+ if (NetworkingClient.LoadBalancingPeer.PeerState != PeerStateValue.Disconnected)
+ {
+ Debug.LogWarning("ConnectToMaster() failed. Can only connect while in state 'Disconnected'. Current state: " + NetworkingClient.LoadBalancingPeer.PeerState);
+ return false;
+ }
+ if (PhotonHandler.AppQuits)
+ {
+ Debug.LogWarning("Can't connect: Application is closing. Unity called OnApplicationQuit().");
+ return false;
+ }
+
+ if (OfflineMode)
+ {
+ OfflineMode = false; // Cleanup offline mode
+ Debug.LogWarning("ConnectToMaster() disabled the offline mode. No longer offline.");
+ }
+
+ if (!IsMessageQueueRunning)
+ {
+ IsMessageQueueRunning = true;
+ Debug.LogWarning("ConnectToMaster() enabled IsMessageQueueRunning. Needs to be able to dispatch incoming messages.");
+ }
+
+ SetupLogging();
+ ConnectMethod = ConnectMethod.ConnectToMaster;
+
+ NetworkingClient.IsUsingNameServer = false;
+ NetworkingClient.MasterServerAddress = (port == 0) ? masterServerAddress : masterServerAddress + ":" + port;
+ NetworkingClient.AppId = appID;
+
+ return NetworkingClient.ConnectToMasterServer();
+ }
+
+
+ /// <summary>
+ /// Connect to the Photon Cloud region with the lowest ping (on platforms that support Unity's Ping).
+ /// </summary>
+ /// <remarks>
+ /// Will save the result of pinging all cloud servers in PlayerPrefs. Calling this the first time can take +-2 seconds.
+ /// The ping result can be overridden via PhotonNetwork.OverrideBestCloudServer(..)
+ /// This call can take up to 2 seconds if it is the first time you are using this, all cloud servers will be pinged to check for the best region.
+ ///
+ /// The PUN Setup Wizard stores your appID in a settings file and applies a server address/port.
+ /// To connect to the Photon Cloud, a valid AppId must be in the settings file (shown in the Photon Cloud Dashboard).
+ /// https://dashboard.photonengine.com
+ ///
+ /// Connecting to the Photon Cloud might fail due to:
+ /// - Invalid AppId
+ /// - Network issues
+ /// - Invalid region
+ /// - Subscription CCU limit reached
+ /// - etc.
+ ///
+ /// In general check out the <see cref="DisconnectCause"/> from the <see cref="IConnectionCallbacks.OnDisconnected"/> callback.
+ /// </remarks>
+ /// <returns>If this client is going to connect to cloud server based on ping. Even if true, this does not guarantee a connection but the attempt is being made.</returns>
+ public static bool ConnectToBestCloudServer()
+ {
+ if (NetworkingClient.LoadBalancingPeer.PeerState != PeerStateValue.Disconnected)
+ {
+ Debug.LogWarning("ConnectToBestCloudServer() failed. Can only connect while in state 'Disconnected'. Current state: " + NetworkingClient.LoadBalancingPeer.PeerState);
+ return false;
+ }
+ if (PhotonHandler.AppQuits)
+ {
+ Debug.LogWarning("Can't connect: Application is closing. Unity called OnApplicationQuit().");
+ return false;
+ }
+
+ SetupLogging();
+ ConnectMethod = ConnectMethod.ConnectToBest;
+
+ // Connecting to "Best Region" begins with connecting to the Name Server.
+ bool couldConnect = PhotonNetwork.NetworkingClient.ConnectToNameServer();
+ return couldConnect;
+ }
+
+
+ /// <summary>
+ /// Connects to the Photon Cloud region of choice.
+ /// </summary>
+ /// <remarks>
+ /// It's typically enough to define the region code ("eu", "us", etc).
+ /// Connecting to a specific cluster may be necessary, when regions get sharded and you support friends / invites.
+ ///
+ /// In all other cases, you should not define a cluster as this allows the Name Server to distribute
+ /// clients as needed. A random, load balanced cluster will be selected.
+ ///
+ /// The Name Server has the final say to assign a cluster as available.
+ /// If the requested cluster is not available another will be assigned.
+ ///
+ /// Once connected, check the value of CurrentCluster.
+ /// </remarks>
+ public static bool ConnectToRegion(string region)
+ {
+ if (NetworkingClient.LoadBalancingPeer.PeerState != PeerStateValue.Disconnected && NetworkingClient.Server != ServerConnection.NameServer)
+ {
+ Debug.LogWarning("ConnectToRegion() failed. Can only connect while in state 'Disconnected'. Current state: " + NetworkingClient.LoadBalancingPeer.PeerState);
+ return false;
+ }
+ if (PhotonHandler.AppQuits)
+ {
+ Debug.LogWarning("Can't connect: Application is closing. Unity called OnApplicationQuit().");
+ return false;
+ }
+
+ SetupLogging();
+ ConnectMethod = ConnectMethod.ConnectToRegion;
+
+ if (!string.IsNullOrEmpty(region))
+ {
+ return NetworkingClient.ConnectToRegionMaster(region);
+ }
+
+ return false;
+ }
+
+
+ /// <summary>
+ /// Makes this client disconnect from the photon server, a process that leaves any room and calls OnDisconnected on completion.
+ /// </summary>
+ /// <remarks>
+ /// When you disconnect, the client will send a "disconnecting" message to the server. This speeds up leave/disconnect
+ /// messages for players in the same room as you (otherwise the server would timeout this client's connection).
+ /// When used in OfflineMode, the state-change and event-call OnDisconnected are immediate.
+ /// Offline mode is set to false as well.
+ /// Once disconnected, the client can connect again. Use ConnectUsingSettings.
+ /// </remarks>
+ public static void Disconnect()
+ {
+ if (OfflineMode)
+ {
+ OfflineMode = false;
+ offlineModeRoom = null;
+ NetworkingClient.State = ClientState.Disconnecting;
+ NetworkingClient.OnStatusChanged(StatusCode.Disconnect);
+ return;
+ }
+
+ if (NetworkingClient == null)
+ {
+ return; // Surpress error when quitting playmode in the editor
+ }
+
+ NetworkingClient.Disconnect();
+ }
+
+ /// <summary>Can be used to reconnect to the master server after a disconnect.</summary>
+ /// <remarks>
+ /// After losing connection, you can use this to connect a client to the region Master Server again.
+ /// Cache the room name you're in and use RejoinRoom(roomname) to return to a game.
+ /// Common use case: Press the Lock Button on a iOS device and you get disconnected immediately.
+ /// </remarks>
+ public static bool Reconnect()
+ {
+ if (string.IsNullOrEmpty(NetworkingClient.MasterServerAddress))
+ {
+ Debug.LogWarning("Reconnect() failed. It seems the client wasn't connected before?! Current state: " + NetworkingClient.LoadBalancingPeer.PeerState);
+ return false;
+ }
+
+ if (NetworkingClient.LoadBalancingPeer.PeerState != PeerStateValue.Disconnected)
+ {
+ Debug.LogWarning("Reconnect() failed. Can only connect while in state 'Disconnected'. Current state: " + NetworkingClient.LoadBalancingPeer.PeerState);
+ return false;
+ }
+
+ if (OfflineMode)
+ {
+ OfflineMode = false; // Cleanup offline mode
+ Debug.LogWarning("Reconnect() disabled the offline mode. No longer offline.");
+ }
+
+ if (!IsMessageQueueRunning)
+ {
+ IsMessageQueueRunning = true;
+ Debug.LogWarning("Reconnect() enabled IsMessageQueueRunning. Needs to be able to dispatch incoming messages.");
+ }
+
+ NetworkingClient.IsUsingNameServer = false;
+ return NetworkingClient.ReconnectToMaster();
+ }
+
+
+ /// <summary>
+ /// Resets the traffic stats and re-enables them.
+ /// </summary>
+ public static void NetworkStatisticsReset()
+ {
+ NetworkingClient.LoadBalancingPeer.TrafficStatsReset();
+ }
+
+
+ /// <summary>
+ /// Only available when NetworkStatisticsEnabled was used to gather some stats.
+ /// </summary>
+ /// <returns>A string with vital networking statistics.</returns>
+ public static string NetworkStatisticsToString()
+ {
+ if (NetworkingClient == null || OfflineMode)
+ {
+ return "Offline or in OfflineMode. No VitalStats available.";
+ }
+
+ return NetworkingClient.LoadBalancingPeer.VitalStatsToString(false);
+ }
+
+
+ /// <summary>
+ /// Helper function which is called inside this class to erify if certain functions can be used (e.g. RPC when not connected)
+ /// </summary>
+ /// <returns></returns>
+ private static bool VerifyCanUseNetwork()
+ {
+ if (IsConnected)
+ {
+ return true;
+ }
+
+ Debug.LogError("Cannot send messages when not connected. Either connect to Photon OR use offline mode!");
+ return false;
+ }
+
+
+ /// <summary>
+ /// The current roundtrip time to the photon server.
+ /// </summary>
+ /// <returns>Roundtrip time (to server and back).</returns>
+ public static int GetPing()
+ {
+ return NetworkingClient.LoadBalancingPeer.RoundTripTime;
+ }
+
+ /// <summary>Refreshes the server timestamp (async operation, takes a roundtrip).</summary>
+ /// <remarks>Can be useful if a bad connection made the timestamp unusable or imprecise.</remarks>
+ public static void FetchServerTimestamp()
+ {
+ if (NetworkingClient != null)
+ {
+ NetworkingClient.LoadBalancingPeer.FetchServerTimestamp();
+ }
+ }
+
+ /// <summary>
+ /// Can be used to immediately send the RPCs and Instantiates just called, so they are on their way to the other players.
+ /// </summary>
+ /// <remarks>
+ /// This could be useful if you do a RPC to load a level and then load it yourself.
+ /// While loading, no RPCs are sent to others, so this would delay the "load" RPC.
+ /// You can send the RPC to "others", use this method, disable the message queue
+ /// (by IsMessageQueueRunning) and then load.
+ /// </remarks>
+ public static void SendAllOutgoingCommands()
+ {
+ if (!VerifyCanUseNetwork())
+ {
+ return;
+ }
+
+ while (NetworkingClient.LoadBalancingPeer.SendOutgoingCommands())
+ {
+ }
+ }
+
+ /// <summary>Request a client to disconnect/kick, which happens if EnableCloseConnection is set to true. Only the master client can do this.</summary>
+ /// <remarks>Only the target player gets this event. That player will disconnect if EnableCloseConnection = true.</remarks>
+ /// <param name="kickPlayer">The Player to kick.</param>
+ public static bool CloseConnection(Player kickPlayer)
+ {
+ if (!VerifyCanUseNetwork())
+ {
+ return false;
+ }
+
+ if (!PhotonNetwork.EnableCloseConnection)
+ {
+ Debug.LogError("CloseConnection is disabled. No need to call it.");
+ return false;
+ }
+
+ if (!LocalPlayer.IsMasterClient)
+ {
+ Debug.LogError("CloseConnection: Only the masterclient can kick another player.");
+ return false;
+ }
+
+ if (kickPlayer == null)
+ {
+ Debug.LogError("CloseConnection: No such player connected!");
+ return false;
+ }
+
+ RaiseEventOptions options = new RaiseEventOptions() { TargetActors = new int[] { kickPlayer.ActorNumber } };
+ return NetworkingClient.OpRaiseEvent(PunEvent.CloseConnection, null, options, SendOptions.SendReliable);
+ }
+
+
+ /// <summary>
+ /// Asks the server to assign another player as Master Client of your current room.
+ /// </summary>
+ /// <remarks>
+ /// RPCs and RaiseEvent have the option to send messages only to the Master Client of a room.
+ /// SetMasterClient affects which client gets those messages.
+ ///
+ /// This method calls an operation on the server to set a new Master Client, which takes a roundtrip.
+ /// In case of success, this client and the others get the new Master Client from the server.
+ ///
+ /// SetMasterClient tells the server which current Master Client should be replaced with the new one.
+ /// It will fail, if anything switches the Master Client moments earlier. There is no callback for this
+ /// error. All clients should get the new Master Client assigned by the server anyways.
+ ///
+ /// See also: PhotonNetwork.MasterClient
+ ///
+ /// On v3 servers:
+ /// The ReceiverGroup.MasterClient (usable in RPCs) is not affected by this (still points to lowest player.ID in room).
+ /// Avoid using this enum value (and send to a specific player instead).
+ ///
+ /// If the current Master Client leaves, PUN will detect a new one by "lowest player ID". Implement OnMasterClientSwitched
+ /// to get a callback in this case. The PUN-selected Master Client might assign a new one.
+ ///
+ /// Make sure you don't create an endless loop of Master-assigning! When selecting a custom Master Client, all clients
+ /// should point to the same player, no matter who actually assigns this player.
+ ///
+ /// Locally the Master Client is immediately switched, while remote clients get an event. This means the game
+ /// is tempoarily without Master Client like when a current Master Client leaves.
+ ///
+ /// When switching the Master Client manually, keep in mind that this user might leave and not do it's work, just like
+ /// any Master Client.
+ ///
+ /// </remarks>
+ /// <param name="masterClientPlayer">The player to become the next Master Client.</param>
+ /// <returns>False when this operation couldn't be done. Must be in a room (not in OfflineMode).</returns>
+ public static bool SetMasterClient(Player masterClientPlayer)
+ {
+ if (!InRoom || !VerifyCanUseNetwork() || OfflineMode)
+ {
+ if (LogLevel == PunLogLevel.Informational) Debug.Log("Can not SetMasterClient(). Not in room or in OfflineMode.");
+ return false;
+ }
+
+ return CurrentRoom.SetMasterClient(masterClientPlayer);
+ }
+
+
+ /// <summary>
+ /// Joins a random room that matches the filter. Will callback: OnJoinedRoom or OnJoinRandomFailed.
+ /// </summary>
+ /// <remarks>
+ /// Used for random matchmaking. You can join any room or one with specific properties defined in opJoinRandomRoomParams.
+ ///
+ /// This operation fails if no rooms are fitting or available (all full, closed, in another lobby or not visible).
+ /// It may also fail when actually joining the room which was found. Rooms may close, become full or empty anytime.
+ ///
+ /// This method can only be called while the client is connected to a Master Server so you should
+ /// implement the callback OnConnectedToMaster.
+ /// Check the return value to make sure the operation will be called on the server.
+ /// Note: There will be no callbacks if this method returned false.
+ ///
+ /// More about PUN matchmaking:
+ /// https://doc.photonengine.com/en-us/pun/v2/lobby-and-matchmaking/matchmaking-and-lobby
+ /// </remarks>
+ public static bool JoinRandomRoom()
+ {
+ return JoinRandomRoom(null, 0, MatchmakingMode.FillRoom, null, null);
+ }
+
+ /// <summary>
+ /// Joins a random room that matches the filter. Will callback: OnJoinedRoom or OnJoinRandomFailed.
+ /// </summary>
+ /// <remarks>
+ /// Used for random matchmaking. You can join any room or one with specific properties defined in opJoinRandomRoomParams.
+ ///
+ /// This operation fails if no rooms are fitting or available (all full, closed, in another lobby or not visible).
+ /// It may also fail when actually joining the room which was found. Rooms may close, become full or empty anytime.
+ ///
+ /// This method can only be called while the client is connected to a Master Server so you should
+ /// implement the callback OnConnectedToMaster.
+ /// Check the return value to make sure the operation will be called on the server.
+ /// Note: There will be no callbacks if this method returned false.
+ ///
+ /// More about PUN matchmaking:
+ /// https://doc.photonengine.com/en-us/pun/v2/lobby-and-matchmaking/matchmaking-and-lobby
+ /// </remarks>
+ /// <param name="expectedCustomRoomProperties">Filters for rooms that match these custom properties (string keys and values). To ignore, pass null.</param>
+ /// <param name="expectedMaxPlayers">Filters for a particular maxplayer setting. Use 0 to accept any maxPlayer value.</param>
+ /// <returns>If the operation got queued and will be sent.</returns>
+ public static bool JoinRandomRoom(Hashtable expectedCustomRoomProperties, byte expectedMaxPlayers)
+ {
+ return JoinRandomRoom(expectedCustomRoomProperties, expectedMaxPlayers, MatchmakingMode.FillRoom, null, null);
+ }
+
+ /// <summary>
+ /// Joins a random room that matches the filter. Will callback: OnJoinedRoom or OnJoinRandomFailed.
+ /// </summary>
+ /// <remarks>
+ /// Used for random matchmaking. You can join any room or one with specific properties defined in opJoinRandomRoomParams.
+ ///
+ /// This operation fails if no rooms are fitting or available (all full, closed, in another lobby or not visible).
+ /// It may also fail when actually joining the room which was found. Rooms may close, become full or empty anytime.
+ ///
+ /// This method can only be called while the client is connected to a Master Server so you should
+ /// implement the callback OnConnectedToMaster.
+ /// Check the return value to make sure the operation will be called on the server.
+ /// Note: There will be no callbacks if this method returned false.
+ ///
+ /// More about PUN matchmaking:
+ /// https://doc.photonengine.com/en-us/pun/v2/lobby-and-matchmaking/matchmaking-and-lobby
+ /// </remarks>
+ /// <param name="expectedCustomRoomProperties">Filters for rooms that match these custom properties (string keys and values). To ignore, pass null.</param>
+ /// <param name="expectedMaxPlayers">Filters for a particular maxplayer setting. Use 0 to accept any maxPlayer value.</param>
+ /// <param name="matchingType">Selects one of the available matchmaking algorithms. See MatchmakingMode enum for options.</param>
+ /// <param name="typedLobby">The lobby in which you want to lookup a room. Pass null, to use the default lobby. This does not join that lobby and neither sets the lobby property.</param>
+ /// <param name="sqlLobbyFilter">A filter-string for SQL-typed lobbies.</param>
+ /// <param name="expectedUsers">Optional list of users (by UserId) who are expected to join this game and who you want to block a slot for.</param>
+ /// <returns>If the operation got queued and will be sent.</returns>
+ public static bool JoinRandomRoom(Hashtable expectedCustomRoomProperties, byte expectedMaxPlayers, MatchmakingMode matchingType, TypedLobby typedLobby, string sqlLobbyFilter, string[] expectedUsers = null)
+ {
+ if (OfflineMode)
+ {
+ if (offlineModeRoom != null)
+ {
+ Debug.LogError("JoinRandomRoom failed. In offline mode you still have to leave a room to enter another.");
+ return false;
+ }
+ EnterOfflineRoom("offline room", null, true);
+ return true;
+ }
+ if (NetworkingClient.Server != ServerConnection.MasterServer || !IsConnectedAndReady)
+ {
+ Debug.LogError("JoinRandomRoom failed. Client is on "+ NetworkingClient.Server+ " (must be Master Server for matchmaking)" + (IsConnectedAndReady ? " and ready" : " but not ready for operations (State: "+ NetworkingClient.State + ")") + ". Wait for callback: OnJoinedLobby or OnConnectedToMaster.");
+ return false;
+ }
+
+ typedLobby = typedLobby ?? ((NetworkingClient.InLobby) ? NetworkingClient.CurrentLobby : null); // use given lobby, or active lobby (if any active) or none
+
+ OpJoinRandomRoomParams opParams = new OpJoinRandomRoomParams();
+ opParams.ExpectedCustomRoomProperties = expectedCustomRoomProperties;
+ opParams.ExpectedMaxPlayers = expectedMaxPlayers;
+ opParams.MatchingType = matchingType;
+ opParams.TypedLobby = typedLobby;
+ opParams.SqlLobbyFilter = sqlLobbyFilter;
+ opParams.ExpectedUsers = expectedUsers;
+
+ return NetworkingClient.OpJoinRandomRoom(opParams);
+ }
+
+
+ /// <summary>
+ /// Attempts to join a room that matches the specified filter and creates a room if none found.
+ /// </summary>
+ /// <remarks>
+ /// This operation is a combination of filter-based random matchmaking with the option to create a new room,
+ /// if no fitting room exists.
+ /// The benefit of that is that the room creation is done by the same operation and the room can be found
+ /// by the very next client, looking for similar rooms.
+ ///
+ /// There are separate parameters for joining and creating a room.
+ ///
+ /// This method can only be called while connected to a Master Server.
+ /// This client's State is set to ClientState.Joining immediately.
+ ///
+ /// Either IMatchmakingCallbacks.OnJoinedRoom or IMatchmakingCallbacks.OnCreatedRoom gets called.
+ ///
+ /// Should the creation on the Master Server, IMatchmakingCallbacks.OnJoinRandomFailed gets called.
+ /// Should the "join" on the Game Server fail, IMatchmakingCallbacks.OnJoinRoomFailed gets called.
+ ///
+ ///
+ /// Check the return value to make sure the operation will be called on the server.
+ /// Note: There will be no callbacks if this method returned false.
+ /// </remarks>
+ /// <returns>If the operation will be sent (requires connection to Master Server).</returns>
+ public static bool JoinRandomOrCreateRoom(Hashtable expectedCustomRoomProperties = null, byte expectedMaxPlayers = 0, MatchmakingMode matchingType = MatchmakingMode.FillRoom, TypedLobby typedLobby = null, string sqlLobbyFilter = null, string roomName = null, RoomOptions roomOptions = null, string[] expectedUsers = null)
+ {
+ if (OfflineMode)
+ {
+ if (offlineModeRoom != null)
+ {
+ Debug.LogError("JoinRandomOrCreateRoom failed. In offline mode you still have to leave a room to enter another.");
+ return false;
+ }
+ EnterOfflineRoom("offline room", null, true);
+ return true;
+ }
+ if (NetworkingClient.Server != ServerConnection.MasterServer || !IsConnectedAndReady)
+ {
+ Debug.LogError("JoinRandomOrCreateRoom failed. Client is on "+ NetworkingClient.Server+ " (must be Master Server for matchmaking)" + (IsConnectedAndReady ? " and ready" : " but not ready for operations (State: "+ NetworkingClient.State + ")") + ". Wait for callback: OnJoinedLobby or OnConnectedToMaster.");
+ return false;
+ }
+
+ typedLobby = typedLobby ?? ((NetworkingClient.InLobby) ? NetworkingClient.CurrentLobby : null); // use given lobby, or active lobby (if any active) or none
+
+ OpJoinRandomRoomParams opParams = new OpJoinRandomRoomParams();
+ opParams.ExpectedCustomRoomProperties = expectedCustomRoomProperties;
+ opParams.ExpectedMaxPlayers = expectedMaxPlayers;
+ opParams.MatchingType = matchingType;
+ opParams.TypedLobby = typedLobby;
+ opParams.SqlLobbyFilter = sqlLobbyFilter;
+ opParams.ExpectedUsers = expectedUsers;
+
+ EnterRoomParams enterRoomParams = new EnterRoomParams();
+ enterRoomParams.RoomName = roomName;
+ enterRoomParams.RoomOptions = roomOptions;
+ enterRoomParams.Lobby = typedLobby;
+ enterRoomParams.ExpectedUsers = expectedUsers;
+
+ return NetworkingClient.OpJoinRandomOrCreateRoom(opParams, enterRoomParams);
+ }
+
+
+ /// <summary>
+ /// Creates a new room. Will callback: OnCreatedRoom and OnJoinedRoom or OnCreateRoomFailed.
+ /// </summary>
+ /// <remarks>
+ /// When successful, this calls the callbacks OnCreatedRoom and OnJoinedRoom (the latter, cause you join as first player).
+ /// In all error cases, OnCreateRoomFailed gets called.
+ ///
+ /// Creating a room will fail if the room name is already in use or when the RoomOptions clashing
+ /// with one another. Check the EnterRoomParams reference for the various room creation options.
+ ///
+ /// If you don't want to create a unique room-name, pass null or "" as name and the server will assign a roomName (a GUID as string).
+ ///
+ /// This method can only be called while the client is connected to a Master Server so you should
+ /// implement the callback OnConnectedToMaster.
+ /// Check the return value to make sure the operation will be called on the server.
+ /// Note: There will be no callbacks if this method returned false.
+ ///
+ /// More about PUN matchmaking:
+ /// https://doc.photonengine.com/en-us/pun/v2/lobby-and-matchmaking/matchmaking-and-lobby
+ /// </remarks>
+ /// <param name="roomName">Unique name of the room to create. Pass null or "" to make the server generate a name.</param>
+ /// <param name="roomOptions">Common options for the room like MaxPlayers, initial custom room properties and similar. See RoomOptions type..</param>
+ /// <param name="typedLobby">If null, the room is automatically created in the currently used lobby (which is "default" when you didn't join one explicitly).</param>
+ /// <param name="expectedUsers">Optional list of users (by UserId) who are expected to join this game and who you want to block a slot for.</param>
+ /// <returns>If the operation got queued and will be sent.</returns>
+ public static bool CreateRoom(string roomName, RoomOptions roomOptions = null, TypedLobby typedLobby = null, string[] expectedUsers = null)
+ {
+ if (OfflineMode)
+ {
+ if (offlineModeRoom != null)
+ {
+ Debug.LogError("CreateRoom failed. In offline mode you still have to leave a room to enter another.");
+ return false;
+ }
+ EnterOfflineRoom(roomName, roomOptions, true);
+ return true;
+ }
+ if (NetworkingClient.Server != ServerConnection.MasterServer || !IsConnectedAndReady)
+ {
+ Debug.LogError("CreateRoom failed. Client is on " + NetworkingClient.Server + " (must be Master Server for matchmaking)" + (IsConnectedAndReady ? " and ready" : "but not ready for operations (State: " + NetworkingClient.State + ")") + ". Wait for callback: OnJoinedLobby or OnConnectedToMaster.");
+ return false;
+ }
+
+ typedLobby = typedLobby ?? ((NetworkingClient.InLobby) ? NetworkingClient.CurrentLobby : null); // use given lobby, or active lobby (if any active) or none
+
+ EnterRoomParams opParams = new EnterRoomParams();
+ opParams.RoomName = roomName;
+ opParams.RoomOptions = roomOptions;
+ opParams.Lobby = typedLobby;
+ opParams.ExpectedUsers = expectedUsers;
+
+ return NetworkingClient.OpCreateRoom(opParams);
+ }
+
+
+ /// <summary>
+ /// Joins a specific room by name and creates it on demand. Will callback: OnJoinedRoom or OnJoinRoomFailed.
+ /// </summary>
+ /// <remarks>
+ /// Useful when players make up a room name to meet in:
+ /// All involved clients call the same method and whoever is first, also creates the room.
+ ///
+ /// When successful, the client will enter the specified room.
+ /// The client which creates the room, will callback both OnCreatedRoom and OnJoinedRoom.
+ /// Clients that join an existing room will only callback OnJoinedRoom.
+ /// In all error cases, OnJoinRoomFailed gets called.
+ ///
+ /// Joining a room will fail, if the room is full, closed or when the user
+ /// already is present in the room (checked by userId).
+ ///
+ /// To return to a room, use OpRejoinRoom.
+ ///
+ /// This method can only be called while the client is connected to a Master Server so you should
+ /// implement the callback OnConnectedToMaster.
+ /// Check the return value to make sure the operation will be called on the server.
+ /// Note: There will be no callbacks if this method returned false.
+ ///
+ ///
+ /// If you set room properties in roomOptions, they get ignored when the room is existing already.
+ /// This avoids changing the room properties by late joining players.
+ ///
+ /// You can define an array of expectedUsers, to block player slots in the room for these users.
+ /// The corresponding feature in Photon is called "Slot Reservation" and can be found in the doc pages.
+ ///
+ ///
+ /// More about PUN matchmaking:
+ /// https://doc.photonengine.com/en-us/pun/v2/lobby-and-matchmaking/matchmaking-and-lobby
+ /// </remarks>
+ /// <param name="roomName">Name of the room to join. Must be non null.</param>
+ /// <param name="roomOptions">Options for the room, in case it does not exist yet. Else these values are ignored.</param>
+ /// <param name="typedLobby">Lobby you want a new room to be listed in. Ignored if the room was existing and got joined.</param>
+ /// <param name="expectedUsers">Optional list of users (by UserId) who are expected to join this game and who you want to block a slot for.</param>
+ /// <returns>If the operation got queued and will be sent.</returns>
+ public static bool JoinOrCreateRoom(string roomName, RoomOptions roomOptions, TypedLobby typedLobby, string[] expectedUsers = null)
+ {
+ if (OfflineMode)
+ {
+ if (offlineModeRoom != null)
+ {
+ Debug.LogError("JoinOrCreateRoom failed. In offline mode you still have to leave a room to enter another.");
+ return false;
+ }
+ EnterOfflineRoom(roomName, roomOptions, true); // in offline mode, JoinOrCreateRoom assumes you create the room
+ return true;
+ }
+ if (NetworkingClient.Server != ServerConnection.MasterServer || !IsConnectedAndReady)
+ {
+ Debug.LogError("JoinOrCreateRoom failed. Client is on " + NetworkingClient.Server + " (must be Master Server for matchmaking)" + (IsConnectedAndReady ? " and ready" : "but not ready for operations (State: " + NetworkingClient.State + ")") + ". Wait for callback: OnJoinedLobby or OnConnectedToMaster.");
+ return false;
+ }
+ if (string.IsNullOrEmpty(roomName))
+ {
+ Debug.LogError("JoinOrCreateRoom failed. A roomname is required. If you don't know one, how will you join?");
+ return false;
+ }
+
+ typedLobby = typedLobby ?? ((NetworkingClient.InLobby) ? NetworkingClient.CurrentLobby : null); // use given lobby, or active lobby (if any active) or none
+
+ EnterRoomParams opParams = new EnterRoomParams();
+ opParams.RoomName = roomName;
+ opParams.RoomOptions = roomOptions;
+ opParams.Lobby = typedLobby;
+ opParams.PlayerProperties = LocalPlayer.CustomProperties;
+ opParams.ExpectedUsers = expectedUsers;
+
+ return NetworkingClient.OpJoinOrCreateRoom(opParams);
+ }
+
+
+ /// <summary>
+ /// Joins a room by name. Will callback: OnJoinedRoom or OnJoinRoomFailed.
+ /// </summary>
+ /// <remarks>
+ /// Useful when using lobbies or when players follow friends or invite each other.
+ ///
+ /// When successful, the client will enter the specified room and callback via OnJoinedRoom.
+ /// In all error cases, OnJoinRoomFailed gets called.
+ ///
+ /// Joining a room will fail if the room is full, closed, not existing or when the user
+ /// already is present in the room (checked by userId).
+ ///
+ /// To return to a room, use OpRejoinRoom.
+ /// When players invite each other and it's unclear who's first to respond, use OpJoinOrCreateRoom instead.
+ ///
+ /// This method can only be called while the client is connected to a Master Server so you should
+ /// implement the callback OnConnectedToMaster.
+ /// Check the return value to make sure the operation will be called on the server.
+ /// Note: There will be no callbacks if this method returned false.
+ ///
+ ///
+ /// More about PUN matchmaking:
+ /// https://doc.photonengine.com/en-us/pun/v2/lobby-and-matchmaking/matchmaking-and-lobby
+ /// </remarks>
+ /// <see cref="OnJoinRoomFailed"/>
+ /// <see cref="OnJoinedRoom"/>
+ /// <param name="roomName">Unique name of the room to join.</param>
+ /// <param name="expectedUsers">Optional list of users (by UserId) who are expected to join this game and who you want to block a slot for.</param>
+ /// <returns>If the operation got queued and will be sent.</returns>
+ public static bool JoinRoom(string roomName, string[] expectedUsers = null)
+ {
+ if (OfflineMode)
+ {
+ if (offlineModeRoom != null)
+ {
+ Debug.LogError("JoinRoom failed. In offline mode you still have to leave a room to enter another.");
+ return false;
+ }
+ EnterOfflineRoom(roomName, null, true);
+ return true;
+ }
+ if (NetworkingClient.Server != ServerConnection.MasterServer || !IsConnectedAndReady)
+ {
+ Debug.LogError("JoinRoom failed. Client is on " + NetworkingClient.Server + " (must be Master Server for matchmaking)" + (IsConnectedAndReady ? " and ready" : "but not ready for operations (State: " + NetworkingClient.State + ")") + ". Wait for callback: OnJoinedLobby or OnConnectedToMaster.");
+ return false;
+ }
+ if (string.IsNullOrEmpty(roomName))
+ {
+ Debug.LogError("JoinRoom failed. A roomname is required. If you don't know one, how will you join?");
+ return false;
+ }
+
+
+ EnterRoomParams opParams = new EnterRoomParams();
+ opParams.RoomName = roomName;
+ opParams.ExpectedUsers = expectedUsers;
+
+ return NetworkingClient.OpJoinRoom(opParams);
+ }
+
+
+ /// <summary>
+ /// Rejoins a room by roomName (using the userID internally to return). Will callback: OnJoinedRoom or OnJoinRoomFailed.
+ /// </summary>
+ /// <remarks>
+ /// After losing connection, you might be able to return to a room and continue playing,
+ /// if the client is reconnecting fast enough. Use Reconnect() and this method.
+ /// Cache the room name you're in and use RejoinRoom(roomname) to return to a game.
+ ///
+ /// Note: To be able to Rejoin any room, you need to use UserIDs!
+ /// You also need to set RoomOptions.PlayerTtl.
+ ///
+ /// <b>Important: Instantiate() and use of RPCs is not yet supported.</b>
+ /// The ownership rules of PhotonViews prevent a seamless return to a game, if you use PhotonViews.
+ /// Use Custom Properties and RaiseEvent with event caching instead.
+ ///
+ /// Common use case: Press the Lock Button on a iOS device and you get disconnected immediately.
+ ///
+ /// Rejoining room will not send any player properties. Instead client will receive up-to-date ones from server.
+ /// If you want to set new player properties, do it once rejoined.
+ /// </remarks>
+ public static bool RejoinRoom(string roomName)
+ {
+ if (OfflineMode)
+ {
+ Debug.LogError("RejoinRoom failed due to offline mode.");
+ return false;
+ }
+ if (NetworkingClient.Server != ServerConnection.MasterServer || !IsConnectedAndReady)
+ {
+ Debug.LogError("RejoinRoom failed. Client is on " + NetworkingClient.Server + " (must be Master Server for matchmaking)" + (IsConnectedAndReady ? " and ready" : "but not ready for operations (State: " + NetworkingClient.State + ")") + ". Wait for callback: OnJoinedLobby or OnConnectedToMaster.");
+ return false;
+ }
+ if (string.IsNullOrEmpty(roomName))
+ {
+ Debug.LogError("RejoinRoom failed. A roomname is required. If you don't know one, how will you join?");
+ return false;
+ }
+
+ return NetworkingClient.OpRejoinRoom(roomName);
+ }
+
+
+ /// <summary>When the client lost connection during gameplay, this method attempts to reconnect and rejoin the room.</summary>
+ /// <remarks>
+ /// This method re-connects directly to the game server which was hosting the room PUN was in before.
+ /// If the room was shut down in the meantime, PUN will call OnJoinRoomFailed and return this client to the Master Server.
+ ///
+ /// Check the return value, if this client will attempt a reconnect and rejoin (if the conditions are met).
+ /// If ReconnectAndRejoin returns false, you can still attempt a Reconnect and Rejoin.
+ ///
+ /// Similar to PhotonNetwork.RejoinRoom, this requires you to use unique IDs per player (the UserID).
+ ///
+ /// Rejoining room will not send any player properties. Instead client will receive up-to-date ones from server.
+ /// If you want to set new player properties, do it once rejoined.
+ /// </remarks>
+ /// <returns>False, if there is no known room or game server to return to. Then, this client does not attempt the ReconnectAndRejoin.</returns>
+ public static bool ReconnectAndRejoin()
+ {
+ if (NetworkingClient.LoadBalancingPeer.PeerState != PeerStateValue.Disconnected)
+ {
+ Debug.LogWarning("ReconnectAndRejoin() failed. Can only connect while in state 'Disconnected'. Current state: " + NetworkingClient.LoadBalancingPeer.PeerState);
+ return false;
+ }
+ if (OfflineMode)
+ {
+ OfflineMode = false; // Cleanup offline mode
+ Debug.LogWarning("ReconnectAndRejoin() disabled the offline mode. No longer offline.");
+ }
+
+ if (!IsMessageQueueRunning)
+ {
+ IsMessageQueueRunning = true;
+ Debug.LogWarning("ReconnectAndRejoin() enabled IsMessageQueueRunning. Needs to be able to dispatch incoming messages.");
+ }
+
+ return NetworkingClient.ReconnectAndRejoin();
+ }
+
+
+ /// <summary>Leave the current room and return to the Master Server where you can join or create rooms (see remarks).</summary>
+ /// <remarks>
+ /// This will clean up all (network) GameObjects with a PhotonView, unless you changed autoCleanUp to false.
+ /// Returns to the Master Server.
+ ///
+ /// In OfflineMode, the local "fake" room gets cleaned up and OnLeftRoom gets called immediately.
+ ///
+ /// In a room with playerTTL &lt; 0, LeaveRoom just turns a client inactive. The player stays in the room's player list
+ /// and can return later on. Setting becomeInactive to false deliberately, means to "abandon" the room, despite the
+ /// playerTTL allowing you to come back.
+ ///
+ /// In a room with playerTTL == 0, become inactive has no effect (clients are removed from the room right away).
+ /// </remarks>
+ /// <param name="becomeInactive">If this client becomes inactive in a room with playerTTL &lt; 0. Defaults to true.</param>
+ public static bool LeaveRoom(bool becomeInactive = true)
+ {
+ if (OfflineMode)
+ {
+ offlineModeRoom = null;
+ NetworkingClient.MatchMakingCallbackTargets.OnLeftRoom();
+ NetworkingClient.ConnectionCallbackTargets.OnConnectedToMaster();
+ }
+ else
+ {
+ if (CurrentRoom == null)
+ {
+ Debug.LogWarning("PhotonNetwork.CurrentRoom is null. You don't have to call LeaveRoom() when you're not in one. State: " + PhotonNetwork.NetworkClientState);
+ }
+ else
+ {
+ becomeInactive = becomeInactive && CurrentRoom.PlayerTtl != 0; // in a room with playerTTL == 0, the operation "leave" will never turn a client inactive
+ }
+ return NetworkingClient.OpLeaveRoom(becomeInactive);
+ }
+
+ return true;
+ }
+
+
+
+ /// <summary>
+ /// Internally used helper-method to setup an offline room, the numbers for actor and master-client and to do the callbacks.
+ /// </summary>
+ private static void EnterOfflineRoom(string roomName, RoomOptions roomOptions, bool createdRoom)
+ {
+ offlineModeRoom = new Room(roomName, roomOptions, true);
+ NetworkingClient.ChangeLocalID(1);
+ offlineModeRoom.masterClientId = 1;
+ offlineModeRoom.AddPlayer(PhotonNetwork.LocalPlayer);
+ offlineModeRoom.LoadBalancingClient = PhotonNetwork.NetworkingClient;
+ PhotonNetwork.NetworkingClient.CurrentRoom = offlineModeRoom;
+
+ if (createdRoom)
+ {
+ NetworkingClient.MatchMakingCallbackTargets.OnCreatedRoom();
+ }
+
+ NetworkingClient.MatchMakingCallbackTargets.OnJoinedRoom();
+ }
+
+ /// <summary>On MasterServer this joins the default lobby which list rooms currently in use.</summary>
+ /// <remarks>
+ /// The room list is sent and refreshed by the server using <see cref="ILobbyCallbacks.OnRoomListUpdate"/>.
+ ///
+ /// Per room you should check if it's full or not before joining. Photon also lists rooms that are
+ /// full, unless you close and hide them (room.open = false and room.visible = false).
+ ///
+ /// In best case, you make your clients join random games, as described here:
+ /// https://doc.photonengine.com/en-us/pun/v2/lobby-and-matchmaking/matchmaking-and-lobby
+ ///
+ ///
+ /// You can show your current players and room count without joining a lobby (but you must
+ /// be on the master server). Use: CountOfPlayers, CountOfPlayersOnMaster, CountOfPlayersInRooms and
+ /// CountOfRooms.
+ ///
+ /// You can use more than one lobby to keep the room lists shorter. See JoinLobby(TypedLobby lobby).
+ /// When creating new rooms, they will be "attached" to the currently used lobby or the default lobby.
+ ///
+ /// You can use JoinRandomRoom without being in a lobby!
+ /// </remarks>
+ public static bool JoinLobby()
+ {
+ return JoinLobby(null);
+ }
+
+ /// <summary>On a Master Server you can join a lobby to get lists of available rooms.</summary>
+ /// <remarks>
+ /// The room list is sent and refreshed by the server using <see cref="ILobbyCallbacks.OnRoomListUpdate"/>.
+ ///
+ /// Any client can "make up" any lobby on the fly. Splitting rooms into multiple lobbies will
+ /// keep each list shorter. However, having too many lists might ruin the matchmaking experience.
+ ///
+ /// In best case, you create a limited number of lobbies. For example, create a lobby per
+ /// game-mode: "koth" for king of the hill and "ffa" for free for all, etc.
+ ///
+ /// There is no listing of lobbies at the moment.
+ ///
+ /// Sql-typed lobbies offer a different filtering model for random matchmaking. This might be more
+ /// suited for skillbased-games. However, you will also need to follow the conventions for naming
+ /// filterable properties in sql-lobbies! Both is explained in the matchmaking doc linked below.
+ ///
+ /// In best case, you make your clients join random games, as described here:
+ /// https://doc.photonengine.com/en-us/realtime/current/reference/matchmaking-and-lobby
+ ///
+ ///
+ /// Per room you should check if it's full or not before joining. Photon does list rooms that are
+ /// full, unless you close and hide them (room.open = false and room.visible = false).
+ ///
+ /// You can show your games current players and room count without joining a lobby (but you must
+ /// be on the master server). Use: CountOfPlayers, CountOfPlayersOnMaster, CountOfPlayersInRooms and
+ /// CountOfRooms.
+ ///
+ /// When creating new rooms, they will be "attached" to the currently used lobby or the default lobby.
+ ///
+ /// You can use JoinRandomRoom without being in a lobby!
+ /// </remarks>
+ /// <param name="typedLobby">A typed lobby to join (must have name and type).</param>
+ public static bool JoinLobby(TypedLobby typedLobby)
+ {
+ if (PhotonNetwork.IsConnected && PhotonNetwork.Server == ServerConnection.MasterServer)
+ {
+ return NetworkingClient.OpJoinLobby(typedLobby);
+ }
+
+ return false;
+ }
+
+ /// <summary>Leave a lobby to stop getting updates about available rooms.</summary>
+ /// <remarks>
+ /// This does not reset PhotonNetwork.lobby! This allows you to join this particular lobby later
+ /// easily.
+ ///
+ /// The values CountOfPlayers, CountOfPlayersOnMaster, CountOfPlayersInRooms and CountOfRooms
+ /// are received even without being in a lobby.
+ ///
+ /// You can use JoinRandomRoom without being in a lobby.
+ /// </remarks>
+ public static bool LeaveLobby()
+ {
+ if (PhotonNetwork.IsConnected && PhotonNetwork.Server == ServerConnection.MasterServer)
+ {
+ return NetworkingClient.OpLeaveLobby();
+ }
+
+ return false;
+ }
+
+ /// <summary>
+ /// Requests the rooms and online status for a list of friends and saves the result in PhotonNetwork.Friends.
+ /// </summary>
+ /// <remarks>
+ /// Works only on Master Server to find the rooms played by a selected list of users.
+ ///
+ /// The result will be stored in PhotonNetwork.Friends when available.
+ /// That list is initialized on first use of OpFindFriends (before that, it is null).
+ /// To refresh the list, call FindFriends again (in 5 seconds or 10 or 20).
+ ///
+ /// Users identify themselves by setting a unique userId in the PhotonNetwork.AuthValues.
+ /// See remarks of AuthenticationValues for info about how this is set and used.
+ ///
+ /// The list of friends must be fetched from some other source (not provided by Photon).
+ ///
+ ///
+ /// Internal:
+ /// The server response includes 2 arrays of info (each index matching a friend from the request):
+ /// ParameterCode.FindFriendsResponseOnlineList = bool[] of online states
+ /// ParameterCode.FindFriendsResponseRoomIdList = string[] of room names (empty string if not in a room)
+ /// </remarks>
+ /// <param name="friendsToFind">Array of friend (make sure to use unique NickName or AuthValues).</param>
+ /// <returns>If the operation could be sent (requires connection, only one request is allowed at any time). Always false in offline mode.</returns>
+ public static bool FindFriends(string[] friendsToFind)
+ {
+ if (NetworkingClient == null || offlineMode)
+ {
+ return false;
+ }
+
+ return NetworkingClient.OpFindFriends(friendsToFind);
+ }
+
+ /// <summary>Fetches a custom list of games from the server, matching a (non-empty) SQL-like filter. Triggers OnRoomListUpdate callback.</summary>
+ /// <remarks>
+ /// Operation is only available for lobbies of type SqlLobby and the filter can not be empty.
+ /// It will check those conditions and fail locally, returning false.
+ /// This is an async request.
+ ///
+ /// Note: You don't have to join a lobby to query it. Rooms need to be "attached" to a lobby, which can be done
+ /// via the typedLobby parameter in CreateRoom, JoinOrCreateRoom, etc..
+ ///
+ /// When done, OnRoomListUpdate gets called.
+ /// </remarks>
+ /// <see cref="https://doc.photonengine.com/en-us/pun/v2/lobby-and-matchmaking/matchmaking-and-lobby/#sql_lobby_type"/>
+ /// <param name="typedLobby">The lobby to query. Has to be of type SqlLobby.</param>
+ /// <param name="sqlLobbyFilter">The sql query statement.</param>
+ /// <returns>If the operation could be sent (has to be connected).</returns>
+ public static bool GetCustomRoomList(TypedLobby typedLobby, string sqlLobbyFilter)
+ {
+ return NetworkingClient.OpGetGameList(typedLobby, sqlLobbyFilter);
+ }
+
+ /// <summary>
+ /// Sets this (local) player's properties and synchronizes them to the other players (don't modify them directly).
+ /// </summary>
+ /// <remarks>
+ /// While in a room, your properties are synced with the other players.
+ /// CreateRoom, JoinRoom and JoinRandomRoom will all apply your player's custom properties when you enter the room.
+ /// The whole Hashtable will get sent. Minimize the traffic by setting only updated key/values.
+ ///
+ /// If the Hashtable is null, the custom properties will be cleared.
+ /// Custom properties are never cleared automatically, so they carry over to the next room, if you don't change them.
+ ///
+ /// Don't set properties by modifying PhotonNetwork.player.customProperties!
+ /// </remarks>
+ /// <param name="customProperties">Only string-typed keys will be used from this hashtable. If null, custom properties are all deleted.</param>
+ /// <returns>
+ /// False if customProperties is empty or have zero string keys.
+ /// True in offline mode.
+ /// True if not in a room and this is the local player
+ /// (use this to cache properties to be sent when joining a room).
+ /// Otherwise, returns if this operation could be sent to the server.
+ /// </returns>
+ public static bool SetPlayerCustomProperties(Hashtable customProperties)
+ {
+ if (customProperties == null)
+ {
+ customProperties = new Hashtable();
+ foreach (object k in LocalPlayer.CustomProperties.Keys)
+ {
+ customProperties[(string)k] = null;
+ }
+ }
+
+ return LocalPlayer.SetCustomProperties(customProperties);
+ }
+
+ /// <summary>
+ /// Locally removes Custom Properties of "this" player. Important: This does not synchronize the change! Useful when you switch rooms.
+ /// </summary>
+ /// <remarks>
+ /// Use this method with care. It can create inconsistencies of state between players!
+ /// This only changes the player.customProperties locally. This can be useful to clear your
+ /// Custom Properties between games (let's say they store which turn you made, kills, etc).
+ ///
+ /// SetPlayerCustomProperties() syncs and can be used to set values to null while in a room.
+ /// That can be considered "removed" while in a room.
+ ///
+ /// If customPropertiesToDelete is null or has 0 entries, all Custom Properties are deleted (replaced with a new Hashtable).
+ /// If you specify keys to remove, those will be removed from the Hashtable but other keys are unaffected.
+ /// </remarks>
+ /// <param name="customPropertiesToDelete">List of Custom Property keys to remove. See remarks.</param>
+ public static void RemovePlayerCustomProperties(string[] customPropertiesToDelete)
+ {
+ // TODO: decide if this option makes sense
+
+ if (customPropertiesToDelete == null || customPropertiesToDelete.Length == 0 || LocalPlayer.CustomProperties == null)
+ {
+ LocalPlayer.CustomProperties = new Hashtable();
+ return;
+ }
+
+ // if a specific list of props should be deleted, we do that here
+ for (int i = 0; i < customPropertiesToDelete.Length; i++)
+ {
+ string key = customPropertiesToDelete[i];
+ if (LocalPlayer.CustomProperties.ContainsKey(key))
+ {
+ LocalPlayer.CustomProperties.Remove(key);
+ }
+ }
+ }
+
+ /// <summary>
+ /// Sends fully customizable events in a room. Events consist of at least an EventCode (0..199) and can have content.
+ /// </summary>
+ /// <remarks>
+ /// To receive events, implement IOnEventCallback in any class and register it via PhotonNetwork.AddCallbackTarget.
+ /// See <see cref="IOnEventCallback.OnEvent"/>.
+ ///
+ /// The eventContent is optional. If set, eventContent must be a "serializable type", something that
+ /// the client can turn into a byte[] basically. Most basic types and arrays of them are supported, including
+ /// Unity's Vector2, Vector3, Quaternion. Transforms are not supported.
+ ///
+ /// You can turn a class into a "serializable type" by following the example in CustomTypes.cs.
+ ///
+ /// The RaiseEventOptions have some (less intuitive) combination rules:
+ /// If you set targetActors (an array of Player.ID values), the receivers parameter gets ignored.
+ /// When using event caching, the targetActors, receivers and interestGroup can't be used. Buffered events go to all.
+ /// When using cachingOption removeFromRoomCache, the eventCode and content are actually not sent but used as filter.
+ /// </remarks>
+ /// <param name="eventCode">A byte identifying the type of event. You might want to use a code per action or to signal which content can be expected. Allowed: 0..199.</param>
+ /// <param name="eventContent">Some serializable object like string, byte, integer, float (etc) and arrays of those. Hashtables with byte keys are good to send variable content.</param>
+ /// <param name="raiseEventOptions">Allows more complex usage of events. If null, RaiseEventOptions.Default will be used (which is fine).</param>
+ /// <param name="sendOptions">Send options for reliable, encryption etc..</param>
+ /// <returns>False if event could not be sent.</returns>
+ public static bool RaiseEvent(byte eventCode, object eventContent, RaiseEventOptions raiseEventOptions, SendOptions sendOptions)
+ {
+ if (offlineMode)
+ {
+ if (raiseEventOptions.Receivers == ReceiverGroup.Others)
+ {
+ return true;
+ }
+
+ EventData evData = new EventData { Code = eventCode }; // creates the equivalent of a received event
+ evData.Parameters[ParameterCode.Data] = eventContent;
+ evData.Parameters[ParameterCode.ActorNr] = 1;
+
+ NetworkingClient.OnEvent(evData);
+ return true;
+ }
+
+ if (!InRoom || eventCode >= 200)
+ {
+ Debug.LogWarning("RaiseEvent(" + eventCode + ") failed. Your event is not being sent! Check if your are in a Room and the eventCode must be less than 200 (0..199).");
+ return false;
+ }
+
+ return NetworkingClient.OpRaiseEvent(eventCode, eventContent, raiseEventOptions, sendOptions);
+ }
+
+ /// <summary>Sends PUN-specific events to the server, unless in offlineMode.</summary>
+ /// <param name="eventCode">A byte identifying the type of event.</param>
+ /// <param name="eventContent">Serializable object or container.</param>
+ /// <param name="raiseEventOptions">Allows more complex usage of events. If null, RaiseEventOptions.</param>
+ /// <param name="sendOptions">Send options for reliable, encryption etc..</param>
+ /// <returns>False if event could not be sent</returns>
+ private static bool RaiseEventInternal(byte eventCode, object eventContent, RaiseEventOptions raiseEventOptions, SendOptions sendOptions)
+ {
+ if (offlineMode)
+ {
+ return false;
+ }
+
+ if (!InRoom)
+ {
+ Debug.LogWarning("RaiseEvent(" + eventCode + ") failed. Your event is not being sent! Check if your are in a Room");
+ return false;
+ }
+
+ return NetworkingClient.OpRaiseEvent(eventCode, eventContent, raiseEventOptions, sendOptions);
+ }
+
+
+ /// <summary>
+ /// Allocates a viewID for the current/local player.
+ /// </summary>
+ /// <returns>True if a viewId was assigned. False if the PhotonView already had a non-zero viewID.</returns>
+ public static bool AllocateViewID(PhotonView view)
+ {
+ if (view.ViewID != 0)
+ {
+ Debug.LogError("AllocateViewID() can't be used for PhotonViews that already have a viewID. This view is: " + view.ToString());
+ return false;
+ }
+
+ int manualId = AllocateViewID(LocalPlayer.ActorNumber);
+ view.ViewID = manualId;
+ return true;
+ }
+
+ [Obsolete("Renamed. Use AllocateRoomViewID instead")]
+ public static bool AllocateSceneViewID(PhotonView view)
+ {
+ return AllocateRoomViewID(view);
+ }
+
+ /// <summary>
+ /// Enables the Master Client to allocate a viewID for room objects.
+ /// </summary>
+ /// <returns>True if a viewId was assigned. False if the PhotonView already had a non-zero viewID or if this client is not the Master Client.</returns>
+ public static bool AllocateRoomViewID(PhotonView view)
+ {
+ if (!PhotonNetwork.IsMasterClient)
+ {
+ Debug.LogError("Only the Master Client can AllocateRoomViewID(). Check PhotonNetwork.IsMasterClient!");
+ return false;
+ }
+
+ if (view.ViewID != 0)
+ {
+ Debug.LogError("AllocateRoomViewID() can't be used for PhotonViews that already have a viewID. This view is: " + view.ToString());
+ return false;
+ }
+
+ int manualId = AllocateViewID(0);
+ view.ViewID = manualId;
+ return true;
+ }
+
+ /// <summary>Allocates a viewID for the current/local player or the room.</summary>
+ /// <param name="roomObject">Use true, to allocate a room viewID and false to allocate a viewID for the local player.</param>
+ /// <returns>Returns a viewID (combined owner and sequential number) that can be assigned as PhotonView.ViewID.</returns>
+ public static int AllocateViewID(bool roomObject)
+ {
+ if (roomObject && !LocalPlayer.IsMasterClient)
+ {
+ Debug.LogError("Only a Master Client can AllocateViewID() for room objects. This client/player is not a Master Client. Returning an invalid viewID: -1.");
+ return 0;
+ }
+
+ int ownerActorNumber = roomObject ? 0 : LocalPlayer.ActorNumber;
+ return AllocateViewID(ownerActorNumber);
+ }
+
+ /// <summary>Allocates a viewID for the current/local player or the room.</summary>
+ /// <param name="ownerId">ActorNumber to allocate a viewID for.</param>
+ /// <returns>Returns a viewID (combined owner and sequential number) that can be assigned as PhotonView.ViewID.</returns>
+ public static int AllocateViewID(int ownerId)
+ {
+ if (ownerId == 0)
+ {
+ // we look up a fresh subId for the owner "room" (mind the "sub" in subId)
+ int newSubId = lastUsedViewSubIdStatic;
+ int newViewId;
+ int ownerIdOffset = ownerId * MAX_VIEW_IDS;
+ for (int i = 1; i < MAX_VIEW_IDS; i++)
+ {
+ newSubId = (newSubId + 1) % MAX_VIEW_IDS;
+ if (newSubId == 0)
+ {
+ continue; // avoid using subID 0
+ }
+
+ newViewId = newSubId + ownerIdOffset;
+ if (!photonViewList.ContainsKey(newViewId))
+ {
+ lastUsedViewSubIdStatic = newSubId;
+ return newViewId;
+ }
+ }
+
+ // this is the error case: we didn't find any (!) free subId for this user
+ throw new Exception(string.Format("AllocateViewID() failed. The room (user {0}) is out of 'room' viewIDs. It seems all available are in use.", ownerId));
+ }
+ else
+ {
+ // we look up a fresh SUBid for the owner
+ int newSubId = lastUsedViewSubId;
+ int newViewId;
+ int ownerIdOffset = ownerId * MAX_VIEW_IDS;
+ for (int i = 1; i <= MAX_VIEW_IDS; i++)
+ {
+ newSubId = (newSubId + 1) % MAX_VIEW_IDS;
+ if (newSubId == 0)
+ {
+ continue; // avoid using subID 0
+ }
+
+ newViewId = newSubId + ownerIdOffset;
+ if (!photonViewList.ContainsKey(newViewId))
+ {
+ lastUsedViewSubId = newSubId;
+ return newViewId;
+ }
+ }
+
+ throw new Exception(string.Format("AllocateViewID() failed. User {0} is out of viewIDs. It seems all available are in use.", ownerId));
+ }
+ }
+
+
+ public static GameObject Instantiate(string prefabName, Vector3 position, Quaternion rotation, byte group = 0, object[] data = null)
+ {
+ if (CurrentRoom == null)
+ {
+ Debug.LogError("Can not Instantiate before the client joined/created a room. State: "+PhotonNetwork.NetworkClientState);
+ return null;
+ }
+
+ Pun.InstantiateParameters netParams = new InstantiateParameters(prefabName, position, rotation, group, data, currentLevelPrefix, null, LocalPlayer, ServerTimestamp);
+ return NetworkInstantiate(netParams, false);
+ }
+
+ [Obsolete("Renamed. Use InstantiateRoomObject instead")]
+ public static GameObject InstantiateSceneObject(string prefabName, Vector3 position, Quaternion rotation, byte group = 0, object[] data = null)
+ {
+ return InstantiateRoomObject(prefabName, position, rotation, group, data);
+ }
+
+ public static GameObject InstantiateRoomObject(string prefabName, Vector3 position, Quaternion rotation, byte group = 0, object[] data = null)
+ {
+ if (CurrentRoom == null)
+ {
+ Debug.LogError("Can not Instantiate before the client joined/created a room.");
+ return null;
+ }
+
+ if (LocalPlayer.IsMasterClient)
+ {
+ Pun.InstantiateParameters netParams = new InstantiateParameters(prefabName, position, rotation, group, data, currentLevelPrefix, null, LocalPlayer, ServerTimestamp);
+ return NetworkInstantiate(netParams, true);
+ }
+
+ return null;
+ }
+
+ private static GameObject NetworkInstantiate(Hashtable networkEvent, Player creator)
+ {
+
+ // some values always present:
+ string prefabName = (string)networkEvent[keyByteZero];
+ int serverTime = (int)networkEvent[keyByteSix];
+ int instantiationId = (int)networkEvent[keyByteSeven];
+
+ Vector3 position;
+ if (networkEvent.ContainsKey(keyByteOne))
+ {
+ position = (Vector3)networkEvent[keyByteOne];
+ }
+ else
+ {
+ position = Vector3.zero;
+ }
+
+ Quaternion rotation = Quaternion.identity;
+ if (networkEvent.ContainsKey(keyByteTwo))
+ {
+ rotation = (Quaternion)networkEvent[keyByteTwo];
+ }
+
+ byte group = 0;
+ if (networkEvent.ContainsKey(keyByteThree))
+ {
+ group = (byte)networkEvent[keyByteThree];
+ }
+
+ byte objLevelPrefix = 0;
+ if (networkEvent.ContainsKey(keyByteEight))
+ {
+ objLevelPrefix = (byte)networkEvent[keyByteEight];
+ }
+
+ int[] viewsIDs;
+ if (networkEvent.ContainsKey(keyByteFour))
+ {
+ viewsIDs = (int[])networkEvent[keyByteFour];
+ }
+ else
+ {
+ viewsIDs = new int[1] { instantiationId };
+ }
+
+ object[] incomingInstantiationData;
+ if (networkEvent.ContainsKey(keyByteFive))
+ {
+ incomingInstantiationData = (object[])networkEvent[keyByteFive];
+ }
+ else
+ {
+ incomingInstantiationData = null;
+ }
+
+ // SetReceiving filtering
+ if (group != 0 && !allowedReceivingGroups.Contains(group))
+ {
+ return null; // Ignore group
+ }
+
+
+ Pun.InstantiateParameters netParams = new InstantiateParameters(prefabName, position, rotation, group, incomingInstantiationData, objLevelPrefix, viewsIDs, creator, serverTime);
+ return NetworkInstantiate(netParams, false, true);
+ }
+
+
+ private static readonly HashSet<string> PrefabsWithoutMagicCallback = new HashSet<string>();
+
+ private static GameObject NetworkInstantiate(Pun.InstantiateParameters parameters, bool roomObject = false, bool instantiateEvent = false)
+ {
+ //Instantiate(name, pos, rot)
+ //pv[] GetPhotonViewsInChildren()
+ //if (event==null) init send-params
+ //Setup of PVs and callback
+ //if (event == null) SendInstantiate(name, pos, rot, etc...)
+
+ GameObject go = null;
+ PhotonView[] photonViews;
+
+ go = prefabPool.Instantiate(parameters.prefabName, parameters.position, parameters.rotation);
+
+
+ if (go == null)
+ {
+ Debug.LogError("Failed to network-Instantiate: " + parameters.prefabName);
+ return null;
+ }
+
+ if (go.activeSelf)
+ {
+ Debug.LogWarning("PrefabPool.Instantiate() should return an inactive GameObject. " + prefabPool.GetType().Name + " returned an active object. PrefabId: " + parameters.prefabName);
+ }
+
+
+ photonViews = go.GetPhotonViewsInChildren();
+
+
+ if (photonViews.Length == 0)
+ {
+ Debug.LogError("PhotonNetwork.Instantiate() can only instantiate objects with a PhotonView component. This prefab does not have one: " + parameters.prefabName);
+ return null;
+ }
+
+ bool localInstantiate = !instantiateEvent && LocalPlayer.Equals(parameters.creator);
+ if (localInstantiate)
+ {
+ // init viewIDs array, so it can be filled (below), before it gets sent
+ parameters.viewIDs = new int[photonViews.Length];
+ }
+
+ for (int i = 0; i < photonViews.Length; i++)
+ {
+ if (localInstantiate)
+ {
+ // when this client instantiates a GO, it has to allocate viewIDs accordingly.
+ // ROOM objects are created as actorNumber 0 (no matter which number this player has).
+ parameters.viewIDs[i] = (roomObject) ? AllocateViewID(0) : AllocateViewID(parameters.creator.ActorNumber);
+ }
+
+ var view = photonViews[i];
+
+ view.ViewID = 0;
+ view.sceneViewId = 0;
+ view.isRuntimeInstantiated = true;
+ view.lastOnSerializeDataSent = null;
+ view.lastOnSerializeDataReceived = null;
+ view.Prefix = parameters.objLevelPrefix;
+ view.InstantiationId = parameters.viewIDs[0];
+ view.InstantiationData = parameters.data;
+ view.ViewID = parameters.viewIDs[i]; // with didAwake true and viewID == 0, this will also register the view
+
+ view.Group = parameters.group;
+ }
+
+ if (localInstantiate)
+ {
+ // send instantiate network event
+ SendInstantiate(parameters, roomObject);
+ }
+
+ go.SetActive(true);
+
+ // if IPunInstantiateMagicCallback is implemented on any script of the instantiated GO, let's call it directly:
+ if (!PrefabsWithoutMagicCallback.Contains(parameters.prefabName))
+ {
+ var list = go.GetComponents<IPunInstantiateMagicCallback>();
+ if (list.Length > 0)
+ {
+ PhotonMessageInfo pmi = new PhotonMessageInfo(parameters.creator, parameters.timestamp, photonViews[0]);
+ foreach (IPunInstantiateMagicCallback callbackComponent in list)
+ {
+ callbackComponent.OnPhotonInstantiate(pmi);
+ }
+ }
+ else
+ {
+ PrefabsWithoutMagicCallback.Add(parameters.prefabName);
+ }
+ }
+
+ return go;
+ }
+
+
+ private static readonly Hashtable SendInstantiateEvHashtable = new Hashtable(); // SendInstantiate reuses this to reduce GC
+ private static readonly RaiseEventOptions SendInstantiateRaiseEventOptions = new RaiseEventOptions(); // SendInstantiate reuses this to reduce GC
+
+ internal static bool SendInstantiate(Pun.InstantiateParameters parameters, bool roomObject = false)
+ {
+ // first viewID is now also the gameobject's instantiateId
+ int instantiateId = parameters.viewIDs[0]; // LIMITS PHOTONVIEWS&PLAYERS
+
+ SendInstantiateEvHashtable.Clear(); // SendInstantiate reuses this Hashtable to reduce GC
+
+ SendInstantiateEvHashtable[keyByteZero] = parameters.prefabName;
+
+ if (parameters.position != Vector3.zero)
+ {
+ SendInstantiateEvHashtable[keyByteOne] = parameters.position;
+ }
+
+ if (parameters.rotation != Quaternion.identity)
+ {
+ SendInstantiateEvHashtable[keyByteTwo] = parameters.rotation;
+ }
+
+ if (parameters.group != 0)
+ {
+ SendInstantiateEvHashtable[keyByteThree] = parameters.group;
+ }
+
+ // send the list of viewIDs only if there are more than one. else the instantiateId is the viewID
+ if (parameters.viewIDs.Length > 1)
+ {
+ SendInstantiateEvHashtable[keyByteFour] = parameters.viewIDs; // LIMITS PHOTONVIEWS&PLAYERS
+ }
+
+ if (parameters.data != null)
+ {
+ SendInstantiateEvHashtable[keyByteFive] = parameters.data;
+ }
+
+ if (currentLevelPrefix > 0)
+ {
+ SendInstantiateEvHashtable[keyByteEight] = currentLevelPrefix; // photonview's / object's level prefix
+ }
+
+ SendInstantiateEvHashtable[keyByteSix] = PhotonNetwork.ServerTimestamp;
+ SendInstantiateEvHashtable[keyByteSeven] = instantiateId;
+
+
+ SendInstantiateRaiseEventOptions.CachingOption = (roomObject) ? EventCaching.AddToRoomCacheGlobal : EventCaching.AddToRoomCache;
+
+ return PhotonNetwork.RaiseEventInternal(PunEvent.Instantiation, SendInstantiateEvHashtable, SendInstantiateRaiseEventOptions, SendOptions.SendReliable);
+ }
+
+
+ /// <summary>
+ /// Network-Destroy the GameObject associated with the PhotonView, unless the PhotonView is static or not under this client's control.
+ /// </summary>
+ /// <remarks>
+ /// Destroying a networked GameObject while in a Room includes:
+ /// - Removal of the Instantiate call from the server's room buffer.
+ /// - Removing RPCs buffered for PhotonViews that got created indirectly with the PhotonNetwork.Instantiate call.
+ /// - Sending a message to other clients to remove the GameObject also (affected by network lag).
+ ///
+ /// Usually, when you leave a room, the GOs get destroyed automatically.
+ /// If you have to destroy a GO while not in a room, the Destroy is only done locally.
+ ///
+ /// Destroying networked objects works only if they got created with PhotonNetwork.Instantiate().
+ /// Objects loaded with a scene are ignored, no matter if they have PhotonView components.
+ ///
+ /// The GameObject must be under this client's control:
+ /// - Instantiated and owned by this client.
+ /// - Instantiated objects of players who left the room are controlled by the Master Client.
+ /// - Room-owned game objects are controlled by the Master Client.
+ /// - GameObject can be destroyed while client is not in a room.
+ /// </remarks>
+ /// <returns>Nothing. Check error debug log for any issues.</returns>
+ public static void Destroy(PhotonView targetView)
+ {
+ if (targetView != null)
+ {
+ RemoveInstantiatedGO(targetView.gameObject, !InRoom);
+ }
+ else
+ {
+ Debug.LogError("Destroy(targetPhotonView) failed, cause targetPhotonView is null.");
+ }
+ }
+
+ /// <summary>
+ /// Network-Destroy the GameObject, unless it is static or not under this client's control.
+ /// </summary>
+ /// <remarks>
+ /// Destroying a networked GameObject includes:
+ /// - Removal of the Instantiate call from the server's room buffer.
+ /// - Removing RPCs buffered for PhotonViews that got created indirectly with the PhotonNetwork.Instantiate call.
+ /// - Sending a message to other clients to remove the GameObject also (affected by network lag).
+ ///
+ /// Usually, when you leave a room, the GOs get destroyed automatically.
+ /// If you have to destroy a GO while not in a room, the Destroy is only done locally.
+ ///
+ /// Destroying networked objects works only if they got created with PhotonNetwork.Instantiate().
+ /// Objects loaded with a scene are ignored, no matter if they have PhotonView components.
+ ///
+ /// The GameObject must be under this client's control:
+ /// - Instantiated and owned by this client.
+ /// - Instantiated objects of players who left the room are controlled by the Master Client.
+ /// - Room-owned game objects are controlled by the Master Client.
+ /// - GameObject can be destroyed while client is not in a room.
+ /// </remarks>
+ /// <returns>Nothing. Check error debug log for any issues.</returns>
+ public static void Destroy(GameObject targetGo)
+ {
+ RemoveInstantiatedGO(targetGo, !InRoom);
+ }
+
+ /// <summary>
+ /// Network-Destroy all GameObjects, PhotonViews and their RPCs of targetPlayer. Can only be called on local player (for "self") or Master Client (for anyone).
+ /// </summary>
+ /// <remarks>
+ /// Destroying a networked GameObject includes:
+ /// - Removal of the Instantiate call from the server's room buffer.
+ /// - Removing RPCs buffered for PhotonViews that got created indirectly with the PhotonNetwork.Instantiate call.
+ /// - Sending a message to other clients to remove the GameObject also (affected by network lag).
+ ///
+ /// Destroying networked objects works only if they got created with PhotonNetwork.Instantiate().
+ /// Objects loaded with a scene are ignored, no matter if they have PhotonView components.
+ /// </remarks>
+ /// <returns>Nothing. Check error debug log for any issues.</returns>
+ public static void DestroyPlayerObjects(Player targetPlayer)
+ {
+ if (targetPlayer == null)
+ {
+ Debug.LogError("DestroyPlayerObjects() failed, cause parameter 'targetPlayer' was null.");
+ }
+
+ DestroyPlayerObjects(targetPlayer.ActorNumber);
+ }
+
+ /// <summary>
+ /// Network-Destroy all GameObjects, PhotonViews and their RPCs of this player (by ID). Can only be called on local player (for "self") or Master Client (for anyone).
+ /// </summary>
+ /// <remarks>
+ /// Destroying a networked GameObject includes:
+ /// - Removal of the Instantiate call from the server's room buffer.
+ /// - Removing RPCs buffered for PhotonViews that got created indirectly with the PhotonNetwork.Instantiate call.
+ /// - Sending a message to other clients to remove the GameObject also (affected by network lag).
+ ///
+ /// Destroying networked objects works only if they got created with PhotonNetwork.Instantiate().
+ /// Objects loaded with a scene are ignored, no matter if they have PhotonView components.
+ /// </remarks>
+ /// <returns>Nothing. Check error debug log for any issues.</returns>
+ public static void DestroyPlayerObjects(int targetPlayerId)
+ {
+ if (!VerifyCanUseNetwork())
+ {
+ return;
+ }
+ if (LocalPlayer.IsMasterClient || targetPlayerId == LocalPlayer.ActorNumber)
+ {
+ DestroyPlayerObjects(targetPlayerId, false);
+ }
+ else
+ {
+ Debug.LogError("DestroyPlayerObjects() failed, cause players can only destroy their own GameObjects. A Master Client can destroy anyone's. This is master: " + PhotonNetwork.IsMasterClient);
+ }
+ }
+
+ /// <summary>
+ /// Network-Destroy all GameObjects, PhotonViews and their RPCs in the room. Removes anything buffered from the server. Can only be called by Master Client (for anyone).
+ /// </summary>
+ /// <remarks>
+ /// Can only be called by Master Client (for anyone).
+ /// Unlike the Destroy methods, this will remove anything from the server's room buffer. If your game
+ /// buffers anything beyond Instantiate and RPC calls, that will be cleaned as well from server.
+ ///
+ /// Destroying all includes:
+ /// - Remove anything from the server's room buffer (Instantiate, RPCs, anything buffered).
+ /// - Sending a message to other clients to destroy everything locally, too (affected by network lag).
+ ///
+ /// Destroying networked objects works only if they got created with PhotonNetwork.Instantiate().
+ /// Objects loaded with a scene are ignored, no matter if they have PhotonView components.
+ /// </remarks>
+ /// <returns>Nothing. Check error debug log for any issues.</returns>
+ public static void DestroyAll()
+ {
+ if (IsMasterClient)
+ {
+ DestroyAll(false);
+ }
+ else
+ {
+ Debug.LogError("Couldn't call DestroyAll() as only the master client is allowed to call this.");
+ }
+ }
+
+ /// <summary>
+ /// Remove all buffered RPCs from server that were sent by targetPlayer. Can only be called on local player (for "self") or Master Client (for anyone).
+ /// </summary>
+ /// <remarks>
+ /// This method requires either:
+ /// - This is the targetPlayer's client.
+ /// - This client is the Master Client (can remove any Player's RPCs).
+ ///
+ /// If the targetPlayer calls RPCs at the same time that this is called,
+ /// network lag will determine if those get buffered or cleared like the rest.
+ /// </remarks>
+ /// <param name="targetPlayer">This player's buffered RPCs get removed from server buffer.</param>
+ public static void RemoveRPCs(Player targetPlayer)
+ {
+ if (!VerifyCanUseNetwork())
+ {
+ return;
+ }
+
+ if (!targetPlayer.IsLocal && !IsMasterClient)
+ {
+ Debug.LogError("Error; Only the MasterClient can call RemoveRPCs for other players.");
+ return;
+ }
+
+ OpCleanActorRpcBuffer(targetPlayer.ActorNumber);
+ }
+
+ /// <summary>
+ /// Remove all buffered RPCs from server that were sent via targetPhotonView. The Master Client and the owner of the targetPhotonView may call this.
+ /// </summary>
+ /// <remarks>
+ /// This method requires either:
+ /// - The targetPhotonView is owned by this client (Instantiated by it).
+ /// - This client is the Master Client (can remove any PhotonView's RPCs).
+ /// </remarks>
+ /// <param name="targetPhotonView">RPCs buffered for this PhotonView get removed from server buffer.</param>
+ public static void RemoveRPCs(PhotonView targetPhotonView)
+ {
+ if (!VerifyCanUseNetwork())
+ {
+ return;
+ }
+
+ CleanRpcBufferIfMine(targetPhotonView);
+ }
+
+
+ /// <summary>
+ /// Internal to send an RPC on given PhotonView. Do not call this directly but use: PhotonView.RPC!
+ /// </summary>
+ internal static void RPC(PhotonView view, string methodName, RpcTarget target, bool encrypt, params object[] parameters)
+ {
+ if (string.IsNullOrEmpty(methodName))
+ {
+ Debug.LogError("RPC method name cannot be null or empty.");
+ return;
+ }
+
+ if (!VerifyCanUseNetwork())
+ {
+ return;
+ }
+
+ if (CurrentRoom == null)
+ {
+ Debug.LogWarning("RPCs can only be sent in rooms. Call of \"" + methodName + "\" gets executed locally only, if at all.");
+ return;
+ }
+
+ if (NetworkingClient != null)
+ {
+ RPC(view, methodName, target, null, encrypt, parameters);
+ }
+ else
+ {
+ Debug.LogWarning("Could not execute RPC " + methodName + ". Possible scene loading in progress?");
+ }
+ }
+
+ /// <summary>
+ /// Internal to send an RPC on given PhotonView. Do not call this directly but use: PhotonView.RPC!
+ /// </summary>
+ internal static void RPC(PhotonView view, string methodName, Player targetPlayer, bool encrypt, params object[] parameters)
+ {
+ if (!VerifyCanUseNetwork())
+ {
+ return;
+ }
+
+ if (CurrentRoom == null)
+ {
+ Debug.LogWarning("RPCs can only be sent in rooms. Call of \"" + methodName + "\" gets executed locally only, if at all.");
+ return;
+ }
+
+ if (LocalPlayer == null)
+ {
+ Debug.LogError("RPC can't be sent to target Player being null! Did not send \"" + methodName + "\" call.");
+ }
+
+ if (NetworkingClient != null)
+ {
+ RPC(view, methodName, RpcTarget.Others, targetPlayer, encrypt, parameters);
+ }
+ else
+ {
+ Debug.LogWarning("Could not execute RPC " + methodName + ". Possible scene loading in progress?");
+ }
+ }
+
+
+ /// <summary>Finds the GameObjects with Components of a specific type (using FindObjectsOfType).</summary>
+ /// <param name="type">Type must be a Component</param>
+ /// <returns>HashSet with GameObjects that have a specific type of Component.</returns>
+ public static HashSet<GameObject> FindGameObjectsWithComponent(Type type)
+ {
+ HashSet<GameObject> objectsWithComponent = new HashSet<GameObject>();
+
+ Component[] targetComponents = (Component[]) GameObject.FindObjectsOfType(type);
+ for (int index = 0; index < targetComponents.Length; index++)
+ {
+ if (targetComponents[index] != null)
+ {
+ objectsWithComponent.Add(targetComponents[index].gameObject);
+ }
+ }
+
+ return objectsWithComponent;
+ }
+
+
+ /// <summary>Enable/disable receiving events from a given Interest Group.</summary>
+ /// <remarks>
+ /// A client can tell the server which Interest Groups it's interested in.
+ /// The server will only forward events for those Interest Groups to that client (saving bandwidth and performance).
+ ///
+ /// See: https://doc.photonengine.com/en-us/pun/v2/gameplay/interestgroups
+ ///
+ /// See: https://doc.photonengine.com/en-us/pun/v2/demos-and-tutorials/package-demos/culling-demo
+ /// </remarks>
+ /// <param name="group">The interest group to affect.</param>
+ /// <param name="enabled">Sets if receiving from group to enabled (or not).</param>
+ public static void SetInterestGroups(byte group, bool enabled)
+ {
+ if (!VerifyCanUseNetwork())
+ {
+ return;
+ }
+
+ if (enabled)
+ {
+ byte[] groups = new byte[1] { (byte)group };
+ SetInterestGroups(null, groups);
+ }
+ else
+ {
+ byte[] groups = new byte[1] { (byte)group };
+ SetInterestGroups(groups, null);
+ }
+ }
+
+
+ /// <summary>This method wraps loading a level asynchronously and pausing network messages during the process.</summary>
+ /// <remarks>
+ /// While loading levels in a networked game, it makes sense to not dispatch messages received by other players.
+ /// LoadLevel takes care of that by setting PhotonNetwork.IsMessageQueueRunning = false until the scene loaded.
+ ///
+ /// To sync the loaded level in a room, set PhotonNetwork.AutomaticallySyncScene to true.
+ /// The Master Client of a room will then sync the loaded level with every other player in the room.
+ /// Note that this works only for a single active scene and that reloading the scene is not supported.
+ /// The Master Client will actually reload a scene but other clients won't.
+ ///
+ /// You should make sure you don't fire RPCs before you load another scene (which doesn't contain
+ /// the same GameObjects and PhotonViews).
+ ///
+ /// LoadLevel uses SceneManager.LoadSceneAsync().
+ ///
+ /// Check the progress of the LevelLoading using PhotonNetwork.LevelLoadingProgress.
+ ///
+ /// Calling LoadLevel before the previous scene finished loading is not recommended.
+ /// If AutomaticallySyncScene is enabled, PUN cancels the previous load (and prevent that from
+ /// becoming the active scene). If AutomaticallySyncScene is off, the previous scene loading can finish.
+ /// In both cases, a new scene is loaded locally.
+ /// </remarks>
+ /// <param name='levelNumber'>
+ /// Build-index number of the level to load. When using level numbers, make sure they are identical on all clients.
+ /// </param>
+ public static void LoadLevel(int levelNumber)
+ {
+ if (PhotonHandler.AppQuits)
+ {
+ return;
+ }
+
+ if (PhotonNetwork.AutomaticallySyncScene)
+ {
+ SetLevelInPropsIfSynced(levelNumber);
+ }
+
+ PhotonNetwork.IsMessageQueueRunning = false;
+ loadingLevelAndPausedNetwork = true;
+ _AsyncLevelLoadingOperation = SceneManager.LoadSceneAsync(levelNumber,LoadSceneMode.Single);
+ }
+
+ /// <summary>This method wraps loading a level asynchronously and pausing network messages during the process.</summary>
+ /// <remarks>
+ /// While loading levels in a networked game, it makes sense to not dispatch messages received by other players.
+ /// LoadLevel takes care of that by setting PhotonNetwork.IsMessageQueueRunning = false until the scene loaded.
+ ///
+ /// To sync the loaded level in a room, set PhotonNetwork.AutomaticallySyncScene to true.
+ /// The Master Client of a room will then sync the loaded level with every other player in the room.
+ /// Note that this works only for a single active scene and that reloading the scene is not supported.
+ /// The Master Client will actually reload a scene but other clients won't.
+ ///
+ /// You should make sure you don't fire RPCs before you load another scene (which doesn't contain
+ /// the same GameObjects and PhotonViews).
+ ///
+ /// LoadLevel uses SceneManager.LoadSceneAsync().
+ ///
+ /// Check the progress of the LevelLoading using PhotonNetwork.LevelLoadingProgress.
+ ///
+ /// Calling LoadLevel before the previous scene finished loading is not recommended.
+ /// If AutomaticallySyncScene is enabled, PUN cancels the previous load (and prevent that from
+ /// becoming the active scene). If AutomaticallySyncScene is off, the previous scene loading can finish.
+ /// In both cases, a new scene is loaded locally.
+ /// </remarks>
+ /// <param name='levelName'>
+ /// Name of the level to load. Make sure it's available to all clients in the same room.
+ /// </param>
+ public static void LoadLevel(string levelName)
+ {
+ if (PhotonHandler.AppQuits)
+ {
+ return;
+ }
+
+ if (PhotonNetwork.AutomaticallySyncScene)
+ {
+ SetLevelInPropsIfSynced(levelName);
+ }
+
+ PhotonNetwork.IsMessageQueueRunning = false;
+ loadingLevelAndPausedNetwork = true;
+ _AsyncLevelLoadingOperation = SceneManager.LoadSceneAsync(levelName, LoadSceneMode.Single);
+ }
+
+ /// <summary>
+ /// This operation makes Photon call your custom web-service by name (path) with the given parameters.
+ /// </summary>
+ /// <remarks>
+ /// This is a server-side feature which must be setup in the Photon Cloud Dashboard prior to use.
+ /// <see cref="https://doc.photonengine.com/en-us/pun/v2/gameplay/web-extensions/webrpc"/>
+ /// The Parameters will be converted into JSon format, so make sure your parameters are compatible.
+ ///
+ /// See <see cref="Photon.Realtime.IWebRpcCallback.OnWebRpcResponse"/> on how to get a response.
+ ///
+ /// It's important to understand that the OperationResponse only tells if the WebRPC could be called.
+ /// The content of the response contains any values your web-service sent and the error/success code.
+ /// In case the web-service failed, an error code and a debug message are usually inside the
+ /// OperationResponse.
+ ///
+ /// The class WebRpcResponse is a helper-class that extracts the most valuable content from the WebRPC
+ /// response.
+ /// </remarks>
+ /// <example>
+ /// Example callback implementation:<pre>
+ ///
+ /// public void OnWebRpcResponse(OperationResponse response)
+ /// {
+ /// WebRpcResponse webResponse = new WebRpcResponse(operationResponse);
+ /// if (webResponse.ReturnCode != 0) { //...
+ /// }
+ ///
+ /// switch (webResponse.Name) { //...
+ /// }
+ /// // and so on
+ /// }</pre>
+ /// </example>
+ public static bool WebRpc(string name, object parameters, bool sendAuthCookie = false)
+ {
+ return NetworkingClient.OpWebRpc(name, parameters, sendAuthCookie);
+ }
+
+ /// <summary>
+ /// Applies default log settings if they are not set up programmatically.
+ /// </summary>
+ private static void SetupLogging()
+ {
+ // only apply Settings if LogLevel is default ( see ServerSettings.cs), else it means it's been set programmatically
+ if (PhotonNetwork.LogLevel == PunLogLevel.ErrorsOnly)
+ {
+ PhotonNetwork.LogLevel = PhotonServerSettings.PunLogging;
+ }
+
+ // only apply Settings if LogLevel is default ( see ServerSettings.cs), else it means it's been set programmatically
+ if (PhotonNetwork.NetworkingClient.LoadBalancingPeer.DebugOut == DebugLevel.ERROR)
+ {
+ PhotonNetwork.NetworkingClient.LoadBalancingPeer.DebugOut = PhotonServerSettings.AppSettings.NetworkLogging;
+ }
+ }
+
+
+ public static void LoadOrCreateSettings(bool reload = false)
+ {
+ if (reload)
+ {
+ photonServerSettings = null; // PhotonEditor will use this to load and save the settings delayed
+ }
+ else if (photonServerSettings != null)
+ {
+ Debug.LogWarning("photonServerSettings is not null. Will not LoadOrCreateSettings().");
+ return;
+ }
+
+
+ // try to load the resource / asset (ServerSettings a.k.a. PhotonServerSettings)
+ photonServerSettings = (ServerSettings)Resources.Load(PhotonNetwork.ServerSettingsFileName, typeof(ServerSettings));
+ if (photonServerSettings != null)
+ {
+ return;
+ }
+
+
+ // create the ScriptableObject if it could not be loaded
+ if (photonServerSettings == null)
+ {
+ photonServerSettings = (ServerSettings)ScriptableObject.CreateInstance("ServerSettings");
+ if (photonServerSettings == null)
+ {
+ Debug.LogError("Failed to create ServerSettings. PUN is unable to run this way. If you deleted it from the project, reload the Editor.");
+ return;
+ }
+ }
+
+
+ // in the editor, store the settings file as it's not loaded
+ #if UNITY_EDITOR
+ // don't save the settings before OnProjectUpdated got called (this hints at an ongoing import/load)
+ if (!PhotonEditorUtils.ProjectChangedWasCalled)
+ {
+ return;
+ }
+
+ string punResourcesDirectory = PhotonNetwork.FindPunAssetFolder() + "Resources/";
+ string serverSettingsAssetPath = punResourcesDirectory + PhotonNetwork.ServerSettingsFileName + ".asset";
+ string serverSettingsDirectory = Path.GetDirectoryName(serverSettingsAssetPath);
+
+ if (!Directory.Exists(serverSettingsDirectory))
+ {
+ Directory.CreateDirectory(serverSettingsDirectory);
+ AssetDatabase.ImportAsset(serverSettingsDirectory);
+ }
+
+ if (!File.Exists(serverSettingsAssetPath))
+ {
+ AssetDatabase.CreateAsset(photonServerSettings, serverSettingsAssetPath);
+ }
+ AssetDatabase.SaveAssets();
+
+ // if the project does not have PhotonServerSettings yet, enable "Development Build" to use the Dev Region.
+ EditorUserBuildSettings.development = true;
+ #endif
+ }
+
+
+ #if UNITY_EDITOR
+
+ /// <summary>
+ /// Finds the asset path base on its name or search query: https://docs.unity3d.com/ScriptReference/AssetDatabase.FindAssets.html
+ /// </summary>
+ /// <returns>The asset path.</returns>
+ /// <param name="asset">Asset.</param>
+ public static string FindAssetPath(string asset)
+ {
+ string[] guids = AssetDatabase.FindAssets (asset, null);
+ if (guids.Length != 1)
+ {
+ return string.Empty;
+ } else
+ {
+ return AssetDatabase.GUIDToAssetPath (guids [0]);
+ }
+ }
+
+
+ /// <summary>
+ /// Finds the pun asset folder. Something like Assets/Photon Unity Networking/Resources/
+ /// </summary>
+ /// <returns>The pun asset folder.</returns>
+ public static string FindPunAssetFolder()
+ {
+ string _thisPath = FindAssetPath("PunClasses");
+ string _PunFolderPath = string.Empty;
+
+ //Debug.Log("FindPunAssetFolder "+_thisPath);
+ string[] subdirectoryEntries = _thisPath.Split ('/');
+ foreach (string dir in subdirectoryEntries)
+ {
+ if (!string.IsNullOrEmpty (dir))
+ {
+ _PunFolderPath += dir +"/";
+
+ if (string.Equals (dir, "PhotonUnityNetworking"))
+ {
+ // Debug.Log("_PunFolderPath "+_PunFolderPath);
+ return _PunFolderPath;
+ }
+ }
+ }
+
+ //Debug.Log("_PunFolderPath fallback to default Assets/Photon Unity Networking/");
+
+ return "Assets/Photon/PhotonUnityNetworking/";
+ }
+
+
+ /// <summary>
+ /// Internally used by Editor scripts, called on Hierarchy change (includes scene save) to remove surplus hidden PhotonHandlers.
+ /// </summary>
+ /// <remarks>This is done in this class, because the Editor assembly can't access PhotonHandler.</remarks>
+ public static void InternalCleanPhotonMonoFromSceneIfStuck()
+ {
+ PhotonHandler[] photonHandlers = GameObject.FindObjectsOfType(typeof(PhotonHandler)) as PhotonHandler[];
+ if (photonHandlers != null && photonHandlers.Length > 0)
+ {
+ Debug.Log("Cleaning up hidden PhotonHandler instances in scene. Please save the scene to fix the problem.");
+ foreach (PhotonHandler photonHandler in photonHandlers)
+ {
+ // Debug.Log("Removing Handler: " + photonHandler + " photonHandler.gameObject: " + photonHandler.gameObject);
+ if (photonHandler.gameObject != null && photonHandler.gameObject.name == "PhotonMono")
+ {
+ photonHandler.gameObject.hideFlags = 0;
+ GameObject.DestroyImmediate(photonHandler.gameObject);
+ }
+
+ Component.DestroyImmediate(photonHandler);
+ }
+ }
+ }
+
+ #endif
+
+ }
+}
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonNetwork.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonNetwork.cs.meta
new file mode 100644
index 0000000..23f48a0
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonNetwork.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 88e11b3353de7e94d84b1ec5adbdd15e
+labels:
+- ExitGames
+- PUN
+- Photon
+- Networking
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonNetworkPart.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonNetworkPart.cs
new file mode 100644
index 0000000..229c0dc
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonNetworkPart.cs
@@ -0,0 +1,2559 @@
+// ----------------------------------------------------------------------------
+// <copyright file="PhotonNetworkPart.cs" company="Exit Games GmbH">
+// PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH
+// </copyright>
+// <summary>
+// PhotonNetwork is the central class of the PUN package.
+// </summary>
+// <author>developer@exitgames.com</author>
+// ----------------------------------------------------------------------------
+
+
+namespace Photon.Pun
+{
+ using System;
+ using System.Linq;
+ using UnityEngine;
+ using System.Collections;
+ using System.Collections.Generic;
+ using System.Reflection;
+
+ using ExitGames.Client.Photon;
+ using Photon.Realtime;
+
+ using Hashtable = ExitGames.Client.Photon.Hashtable;
+ using SupportClassPun = ExitGames.Client.Photon.SupportClass;
+
+ public static partial class PhotonNetwork
+ {
+ private static HashSet<byte> allowedReceivingGroups = new HashSet<byte>();
+
+ private static HashSet<byte> blockedSendingGroups = new HashSet<byte>();
+
+ private static HashSet<PhotonView> reusablePVHashset = new HashSet<PhotonView>();
+
+
+ /// <summary>
+ /// The photon view list.
+ /// </summary>
+ private static NonAllocDictionary<int, PhotonView> photonViewList = new NonAllocDictionary<int, PhotonView>();
+
+ /// <summary>
+ /// Gets the photon views.
+ /// </summary>
+ /// <remarks>
+ /// This is an expensive operation as it returns a copy of the internal list.
+ /// </remarks>
+ /// <value>The photon views.</value>
+ [System.Obsolete("Use PhotonViewCollection instead for an iterable collection of current photonViews.")]
+ public static PhotonView[] PhotonViews
+ {
+ get
+ {
+ var views = new PhotonView[photonViewList.Count];
+ int idx = 0;
+ foreach (var v in photonViewList.Values)
+ {
+ views[idx] = v;
+ idx++;
+ }
+ return views;
+ }
+ }
+
+ /// <summary>
+ /// Returns a new iterable collection of current photon views.
+ /// </summary>
+ /// <remarks>
+ /// You can iterate over all PhotonViews in a simple foreach loop.
+ /// To use this in a while-loop, assign the new iterator to a variable and then call MoveNext on that.
+ /// </remarks>
+ public static NonAllocDictionary<int, PhotonView>.ValueIterator PhotonViewCollection
+ {
+ get
+ {
+ return photonViewList.Values;
+ }
+ }
+
+ public static int ViewCount
+ {
+ get { return photonViewList.Count; }
+ }
+
+ /// <summary>Parameters: PhotonView for which ownership changed, previous owner of the view.</summary>
+ private static event Action<PhotonView, Player> OnOwnershipRequestEv;
+ /// <summary>Parameters: PhotonView for which ownership was requested, player who requests ownership.</summary>
+ private static event Action<PhotonView, Player> OnOwnershipTransferedEv;
+ /// <summary>Parameters: PhotonView for which ownership was requested, player who requested (but didn't get) ownership.</summary>
+ private static event Action<PhotonView, Player> OnOwnershipTransferFailedEv;
+
+ /// <summary>
+ /// Registers an object for callbacks for the implemented callback-interfaces.
+ /// </summary>
+ /// <remarks>
+ /// The covered callback interfaces are: IConnectionCallbacks, IMatchmakingCallbacks,
+ /// ILobbyCallbacks, IInRoomCallbacks, IOnEventCallback and IWebRpcCallback.
+ ///
+ /// See: <a href="https://doc.photonengine.com/en-us/pun/v2/getting-started/dotnet-callbacks">.Net Callbacks</a>
+ /// </remarks>
+ /// <param name="target">The object that registers to get callbacks from PUN's LoadBalancingClient.</param>
+ public static void AddCallbackTarget(object target)
+ {
+ if (target is PhotonView)
+ {
+ return;
+ }
+
+ IPunOwnershipCallbacks punOwnershipCallback = target as IPunOwnershipCallbacks;
+ if (punOwnershipCallback != null)
+ {
+ OnOwnershipRequestEv += punOwnershipCallback.OnOwnershipRequest;
+ OnOwnershipTransferedEv += punOwnershipCallback.OnOwnershipTransfered;
+ OnOwnershipTransferFailedEv += punOwnershipCallback.OnOwnershipTransferFailed;
+ }
+
+ NetworkingClient.AddCallbackTarget(target);
+ }
+
+
+ /// <summary>
+ /// Removes the target object from callbacks for its implemented callback-interfaces.
+ /// </summary>
+ /// <remarks>
+ /// The covered callback interfaces are: IConnectionCallbacks, IMatchmakingCallbacks,
+ /// ILobbyCallbacks, IInRoomCallbacks, IOnEventCallback and IWebRpcCallback.
+ ///
+ /// See: <a href="https://doc.photonengine.com/en-us/pun/v2/getting-started/dotnet-callbacks">.Net Callbacks</a>
+ /// </remarks>
+ /// <param name="target">The object that unregisters from getting callbacks.</param>
+ public static void RemoveCallbackTarget(object target)
+ {
+ if (target is PhotonView || NetworkingClient == null)
+ {
+ return;
+ }
+
+ IPunOwnershipCallbacks punOwnershipCallback = target as IPunOwnershipCallbacks;
+ if (punOwnershipCallback != null)
+ {
+ OnOwnershipRequestEv -= punOwnershipCallback.OnOwnershipRequest;
+ OnOwnershipTransferedEv -= punOwnershipCallback.OnOwnershipTransfered;
+ OnOwnershipTransferFailedEv -= punOwnershipCallback.OnOwnershipTransferFailed;
+ }
+
+ NetworkingClient.RemoveCallbackTarget(target);
+ }
+
+ internal static string CallbacksToString()
+ {
+ var x = NetworkingClient.ConnectionCallbackTargets.Select(m => m.ToString()).ToArray();
+ return string.Join(", ", x);
+ }
+
+ internal static byte currentLevelPrefix = 0;
+
+ /// <summary>Internally used to flag if the message queue was disabled by a "scene sync" situation (to re-enable it).</summary>
+ internal static bool loadingLevelAndPausedNetwork = false;
+
+ /// <summary>For automatic scene syncing, the loaded scene is put into a room property. This is the name of said prop.</summary>
+ internal const string CurrentSceneProperty = "curScn";
+ internal const string CurrentScenePropertyLoadAsync = "curScnLa";
+
+
+ /// <summary>
+ /// An Object Pool can be used to keep and reuse instantiated object instances. Replaces Unity's default Instantiate and Destroy methods.
+ /// </summary>
+ /// <remarks>
+ /// Defaults to the DefaultPool type.
+ /// To use a GameObject pool, implement IPunPrefabPool and assign it here.
+ /// Prefabs are identified by name.
+ /// </remarks>
+ public static IPunPrefabPool PrefabPool
+ {
+ get
+ {
+ return prefabPool;
+ }
+ set
+ {
+ if (value == null)
+ {
+ Debug.LogWarning("PhotonNetwork.PrefabPool cannot be set to null. It will default back to using the 'DefaultPool' Pool");
+ prefabPool = new DefaultPool();
+ }
+ else
+ {
+ prefabPool = value;
+ }
+ }
+ }
+
+ private static IPunPrefabPool prefabPool;
+
+ /// <summary>
+ /// While enabled, the MonoBehaviours on which we call RPCs are cached, avoiding costly GetComponents&lt;MonoBehaviour&gt;() calls.
+ /// </summary>
+ /// <remarks>
+ /// RPCs are called on the MonoBehaviours of a target PhotonView. Those have to be found via GetComponents.
+ ///
+ /// When set this to true, the list of MonoBehaviours gets cached in each PhotonView.
+ /// You can use photonView.RefreshRpcMonoBehaviourCache() to manually refresh a PhotonView's
+ /// list of MonoBehaviours on demand (when a new MonoBehaviour gets added to a networked GameObject, e.g.).
+ /// </remarks>
+ public static bool UseRpcMonoBehaviourCache;
+
+ private static readonly Dictionary<Type, List<MethodInfo>> monoRPCMethodsCache = new Dictionary<Type, List<MethodInfo>>();
+
+ private static Dictionary<string, int> rpcShortcuts; // lookup "table" for the index (shortcut) of an RPC name
+
+ /// <summary>
+ /// If an RPC method is implemented as coroutine, it gets started, unless this value is false.
+ /// </summary>
+ /// <remarks>
+ /// As starting coroutines causes a little memnory garbage, you may want to disable this option but it is
+ /// also good enough to not return IEnumerable from methods with the attribite PunRPC.
+ /// </remarks>
+ public static bool RunRpcCoroutines = true;
+
+
+ // for asynchronous network synched loading.
+ private static AsyncOperation _AsyncLevelLoadingOperation;
+
+ private static float _levelLoadingProgress = 0f;
+
+ /// <summary>
+ /// Represents the scene loading progress when using LoadLevel().
+ /// </summary>
+ /// <remarks>
+ /// The value is 0 if the app never loaded a scene with LoadLevel().</br>
+ /// During async scene loading, the value is between 0 and 1.</br>
+ /// Once any scene completed loading, it stays at 1 (signaling "done").</br>
+ /// </remarks>
+ /// <value>The level loading progress. Ranges from 0 to 1.</value>
+ public static float LevelLoadingProgress
+ {
+ get
+ {
+ if (_AsyncLevelLoadingOperation != null)
+ {
+ _levelLoadingProgress = _AsyncLevelLoadingOperation.progress;
+ }
+ else if (_levelLoadingProgress > 0f)
+ {
+ _levelLoadingProgress = 1f;
+ }
+
+ return _levelLoadingProgress;
+ }
+ }
+
+ /// <summary>
+ /// Called when "this client" left a room to clean up.
+ /// </summary>
+ /// <remarks>
+ /// if (Server == ServerConnection.GameServer && (state == ClientState.Disconnecting || state == ClientState.DisconnectingFromGameServer))
+ /// </remarks>
+ private static void LeftRoomCleanup()
+ {
+ // Clean up if we were loading asynchronously.
+ if (_AsyncLevelLoadingOperation != null)
+ {
+ _AsyncLevelLoadingOperation.allowSceneActivation = false;
+ _AsyncLevelLoadingOperation = null;
+ }
+
+
+ bool wasInRoom = NetworkingClient.CurrentRoom != null;
+ // when leaving a room, we clean up depending on that room's settings.
+ bool autoCleanupSettingOfRoom = wasInRoom && CurrentRoom.AutoCleanUp;
+
+ allowedReceivingGroups = new HashSet<byte>();
+ blockedSendingGroups = new HashSet<byte>();
+
+ // Cleanup all network objects (all spawned PhotonViews, local and remote)
+ if (autoCleanupSettingOfRoom || offlineModeRoom != null)
+ {
+ LocalCleanupAnythingInstantiated(true);
+ }
+ }
+
+
+ /// <summary>
+ /// Cleans up anything that was instantiated in-game (not loaded with the scene). Resets views that are not destroyed.
+ /// </summary>
+ // TODO: This method name no longer matches is function. It also resets room object's views.
+ internal static void LocalCleanupAnythingInstantiated(bool destroyInstantiatedGameObjects)
+ {
+ //if (tempInstantiationData.Count > 0)
+ //{
+ // Debug.LogWarning("It seems some instantiation is not completed, as instantiation data is used. You should make sure instantiations are paused when calling this method. Cleaning now, despite ");
+ //}
+
+ // Destroy GO's (if we should)
+ if (destroyInstantiatedGameObjects)
+ {
+ // Fill list with Instantiated objects
+ HashSet<GameObject> instantiatedGos = new HashSet<GameObject>();
+ foreach (PhotonView view in photonViewList.Values)
+ {
+ if (view.isRuntimeInstantiated)
+ {
+ instantiatedGos.Add(view.gameObject); // HashSet keeps each object only once
+ }
+ // For non-instantiated objects (scene objects) - reset the view
+ else
+ {
+ view.ResetPhotonView(true);
+ }
+ }
+
+ foreach (GameObject go in instantiatedGos)
+ {
+ RemoveInstantiatedGO(go, true);
+ }
+ }
+
+ // photonViewList is cleared of anything instantiated (so scene items are left inside)
+ // any other lists can be
+ PhotonNetwork.lastUsedViewSubId = 0;
+ PhotonNetwork.lastUsedViewSubIdStatic = 0;
+ }
+
+
+ /// <summary>
+ /// Resets the PhotonView "lastOnSerializeDataSent" so that "OnReliable" synched PhotonViews send a complete state to new clients (if the state doesnt change, no messages would be send otherwise!).
+ /// Note that due to this reset, ALL other players will receive the full OnSerialize.
+ /// </summary>
+ private static void ResetPhotonViewsOnSerialize()
+ {
+ foreach (PhotonView photonView in photonViewList.Values)
+ {
+ photonView.lastOnSerializeDataSent = null;
+ }
+ }
+
+ // PHOTONVIEW/RPC related
+#pragma warning disable 0414
+ private static readonly Type typePunRPC = typeof(PunRPC);
+ private static readonly Type typePhotonMessageInfo = typeof(PhotonMessageInfo);
+ private static readonly object keyByteZero = (byte)0;
+ private static readonly object keyByteOne = (byte)1;
+ private static readonly object keyByteTwo = (byte)2;
+ private static readonly object keyByteThree = (byte)3;
+ private static readonly object keyByteFour = (byte)4;
+ private static readonly object keyByteFive = (byte)5;
+ private static readonly object keyByteSix = (byte)6;
+ private static readonly object keyByteSeven = (byte)7;
+ private static readonly object keyByteEight = (byte)8;
+ private static readonly object[] emptyObjectArray = new object[0];
+ private static readonly Type[] emptyTypeArray = new Type[0];
+#pragma warning restore 0414
+
+ /// <summary>
+ /// Executes a received RPC event
+ /// </summary>
+ internal static void ExecuteRpc(Hashtable rpcData, Player sender)
+ {
+ if (rpcData == null || !rpcData.ContainsKey(keyByteZero))
+ {
+ Debug.LogError("Malformed RPC; this should never occur. Content: " + SupportClassPun.DictionaryToString(rpcData));
+ return;
+ }
+
+ // ts: updated with "flat" event data
+ int netViewID = (int)rpcData[keyByteZero]; // LIMITS PHOTONVIEWS&PLAYERS
+ int otherSidePrefix = 0; // by default, the prefix is 0 (and this is not being sent)
+ if (rpcData.ContainsKey(keyByteOne))
+ {
+ otherSidePrefix = (short)rpcData[keyByteOne];
+ }
+
+
+ string inMethodName;
+ if (rpcData.ContainsKey(keyByteFive))
+ {
+ int rpcIndex = (byte)rpcData[keyByteFive]; // LIMITS RPC COUNT
+ if (rpcIndex > PhotonNetwork.PhotonServerSettings.RpcList.Count - 1)
+ {
+ Debug.LogError("Could not find RPC with index: " + rpcIndex + ". Going to ignore! Check PhotonServerSettings.RpcList");
+ return;
+ }
+ else
+ {
+ inMethodName = PhotonNetwork.PhotonServerSettings.RpcList[rpcIndex];
+ }
+ }
+ else
+ {
+ inMethodName = (string)rpcData[keyByteThree];
+ }
+
+ object[] arguments = null;
+ if (rpcData.ContainsKey(keyByteFour))
+ {
+ arguments = (object[])rpcData[keyByteFour];
+ }
+
+ PhotonView photonNetview = GetPhotonView(netViewID);
+ if (photonNetview == null)
+ {
+ int viewOwnerId = netViewID / PhotonNetwork.MAX_VIEW_IDS;
+ bool owningPv = (viewOwnerId == NetworkingClient.LocalPlayer.ActorNumber);
+ bool ownerSent = sender != null && viewOwnerId == sender.ActorNumber;
+
+ if (owningPv)
+ {
+ Debug.LogWarning("Received RPC \"" + inMethodName + "\" for viewID " + netViewID + " but this PhotonView does not exist! View was/is ours." + (ownerSent ? " Owner called." : " Remote called.") + " By: " + sender);
+ }
+ else
+ {
+ Debug.LogWarning("Received RPC \"" + inMethodName + "\" for viewID " + netViewID + " but this PhotonView does not exist! Was remote PV." + (ownerSent ? " Owner called." : " Remote called.") + " By: " + sender + " Maybe GO was destroyed but RPC not cleaned up.");
+ }
+ return;
+ }
+
+ if (photonNetview.Prefix != otherSidePrefix)
+ {
+ Debug.LogError("Received RPC \"" + inMethodName + "\" on viewID " + netViewID + " with a prefix of " + otherSidePrefix + ", our prefix is " + photonNetview.Prefix + ". The RPC has been ignored.");
+ return;
+ }
+
+ // Get method name
+ if (string.IsNullOrEmpty(inMethodName))
+ {
+ Debug.LogError("Malformed RPC; this should never occur. Content: " + SupportClassPun.DictionaryToString(rpcData));
+ return;
+ }
+
+ if (PhotonNetwork.LogLevel >= PunLogLevel.Full)
+ {
+ Debug.Log("Received RPC: " + inMethodName);
+ }
+
+
+ // SetReceiving filtering
+ if (photonNetview.Group != 0 && !allowedReceivingGroups.Contains(photonNetview.Group))
+ {
+ return; // Ignore group
+ }
+
+ Type[] argumentsTypes = null;
+ if (arguments != null && arguments.Length > 0)
+ {
+ argumentsTypes = new Type[arguments.Length];
+ int i = 0;
+ for (int index = 0; index < arguments.Length; index++)
+ {
+ object objX = arguments[index];
+ if (objX == null)
+ {
+ argumentsTypes[i] = null;
+ }
+ else
+ {
+ argumentsTypes[i] = objX.GetType();
+ }
+
+ i++;
+ }
+ }
+
+
+ int receivers = 0;
+ int foundMethods = 0;
+ if (!PhotonNetwork.UseRpcMonoBehaviourCache || photonNetview.RpcMonoBehaviours == null || photonNetview.RpcMonoBehaviours.Length == 0)
+ {
+ photonNetview.RefreshRpcMonoBehaviourCache();
+ }
+
+ for (int componentsIndex = 0; componentsIndex < photonNetview.RpcMonoBehaviours.Length; componentsIndex++)
+ {
+ MonoBehaviour monob = photonNetview.RpcMonoBehaviours[componentsIndex];
+ if (monob == null)
+ {
+ Debug.LogError("ERROR You have missing MonoBehaviours on your gameobjects!");
+ continue;
+ }
+
+ Type type = monob.GetType();
+
+ // Get [PunRPC] methods from cache
+ List<MethodInfo> cachedRPCMethods = null;
+ bool methodsOfTypeInCache = monoRPCMethodsCache.TryGetValue(type, out cachedRPCMethods);
+
+ if (!methodsOfTypeInCache)
+ {
+ List<MethodInfo> entries = SupportClassPun.GetMethods(type, typePunRPC);
+
+ monoRPCMethodsCache[type] = entries;
+ cachedRPCMethods = entries;
+ }
+
+ if (cachedRPCMethods == null)
+ {
+ continue;
+ }
+
+ // Check cache for valid methodname+arguments
+ for (int index = 0; index < cachedRPCMethods.Count; index++)
+ {
+ MethodInfo mInfo = cachedRPCMethods[index];
+ if (!mInfo.Name.Equals(inMethodName))
+ {
+ continue;
+ }
+
+ ParameterInfo[] parameters = mInfo.GetCachedParemeters();
+ foundMethods++;
+
+
+ // if we got no arguments:
+ if (arguments == null)
+ {
+ if (parameters.Length == 0)
+ {
+ receivers++;
+ object o = mInfo.Invoke((object)monob, null);
+ if (PhotonNetwork.RunRpcCoroutines)
+ {
+ IEnumerator ie = null;//o as IEnumerator;
+ if ((ie = o as IEnumerator) != null)
+ {
+ PhotonHandler.Instance.StartCoroutine(ie);
+ }
+ }
+ }
+ else if (parameters.Length == 1 && parameters[0].ParameterType == typeof(PhotonMessageInfo))
+ {
+ int sendTime = (int)rpcData[keyByteTwo];
+
+ receivers++;
+ object o = mInfo.Invoke((object)monob, new object[] { new PhotonMessageInfo(sender, sendTime, photonNetview) });
+ if (PhotonNetwork.RunRpcCoroutines)
+ {
+ IEnumerator ie = null;//o as IEnumerator;
+ if ((ie = o as IEnumerator) != null)
+ {
+ PhotonHandler.Instance.StartCoroutine(ie);
+ }
+ }
+ }
+ continue;
+ }
+
+
+ // if there are any arguments (in the incoming call check if the method is compatible
+ if (parameters.Length == arguments.Length)
+ {
+ // Normal, PhotonNetworkMessage left out
+ if (CheckTypeMatch(parameters, argumentsTypes))
+ {
+ receivers++;
+ object o = mInfo.Invoke((object)monob, arguments);
+ if (PhotonNetwork.RunRpcCoroutines)
+ {
+ IEnumerator ie = null;//o as IEnumerator;
+ if ((ie = o as IEnumerator) != null)
+ {
+ PhotonHandler.Instance.StartCoroutine(ie);
+ }
+ }
+ }
+ continue;
+ }
+
+ if (parameters.Length == arguments.Length + 1)
+ {
+ // Check for PhotonNetworkMessage being the last
+ if (parameters[parameters.Length - 1].ParameterType == typeof(PhotonMessageInfo) && CheckTypeMatch(parameters, argumentsTypes))
+ {
+ int sendTime = (int)rpcData[keyByteTwo];
+ object[] argumentsWithInfo = new object[arguments.Length + 1];
+ arguments.CopyTo(argumentsWithInfo, 0);
+ argumentsWithInfo[argumentsWithInfo.Length - 1] = new PhotonMessageInfo(sender, sendTime, photonNetview);
+
+ receivers++;
+ object o = mInfo.Invoke((object)monob, argumentsWithInfo);
+ if (PhotonNetwork.RunRpcCoroutines)
+ {
+ IEnumerator ie = null;//o as IEnumerator;
+ if ((ie = o as IEnumerator) != null)
+ {
+ PhotonHandler.Instance.StartCoroutine(ie);
+ }
+ }
+ }
+ continue;
+ }
+
+ if (parameters.Length == 1 && parameters[0].ParameterType.IsArray)
+ {
+ receivers++;
+ object o = mInfo.Invoke((object)monob, new object[] { arguments });
+ if (PhotonNetwork.RunRpcCoroutines)
+ {
+ IEnumerator ie = null;//o as IEnumerator;
+ if ((ie = o as IEnumerator) != null)
+ {
+ PhotonHandler.Instance.StartCoroutine(ie);
+ }
+ }
+ continue;
+ }
+ }
+ }
+
+ // Error handling
+ if (receivers != 1)
+ {
+ string argsString = string.Empty;
+ int argsLength = 0;
+ if (argumentsTypes != null)
+ {
+ argsLength = argumentsTypes.Length;
+ for (int index = 0; index < argumentsTypes.Length; index++)
+ {
+ Type ty = argumentsTypes[index];
+ if (argsString != string.Empty)
+ {
+ argsString += ", ";
+ }
+
+ if (ty == null)
+ {
+ argsString += "null";
+ }
+ else
+ {
+ argsString += ty.Name;
+ }
+ }
+ }
+
+ GameObject context = photonNetview != null ? photonNetview.gameObject : null;
+ if (receivers == 0)
+ {
+ if (foundMethods == 0)
+ {
+ // found no method that matches
+ Debug.LogErrorFormat(context, "RPC method '{0}({2})' not found on object with PhotonView {1}. Implement as non-static. Apply [PunRPC]. Components on children are not found. " +
+ "Return type must be void or IEnumerator (if you enable RunRpcCoroutines). RPCs are a one-way message.", inMethodName, netViewID, argsString);
+ }
+ else
+ {
+ // found a method but not the right arguments
+ Debug.LogErrorFormat(context, "RPC method '{0}' found on object with PhotonView {1} but has wrong parameters. Implement as '{0}({2})'. PhotonMessageInfo is optional as final parameter." +
+ "Return type must be void or IEnumerator (if you enable RunRpcCoroutines).", inMethodName, netViewID, argsString);
+ }
+ }
+ else
+ {
+ // multiple components have the same method
+ Debug.LogErrorFormat(context, "RPC method '{0}({2})' found {3}x on object with PhotonView {1}. Only one component should implement it." +
+ "Return type must be void or IEnumerator (if you enable RunRpcCoroutines).", inMethodName, netViewID, argsString, foundMethods);
+ }
+ }
+ }
+
+ /// <summary>
+ /// Check if all types match with parameters. We can have more paramters then types (allow last RPC type to be different).
+ /// </summary>
+ /// <param name="methodParameters"></param>
+ /// <param name="callParameterTypes"></param>
+ /// <returns>If the types-array has matching parameters (of method) in the parameters array (which may be longer).</returns>
+ private static bool CheckTypeMatch(ParameterInfo[] methodParameters, Type[] callParameterTypes)
+ {
+ if (methodParameters.Length < callParameterTypes.Length)
+ {
+ return false;
+ }
+
+ for (int index = 0; index < callParameterTypes.Length; index++)
+ {
+#if NETFX_CORE
+ TypeInfo methodParamTI = methodParameters[index].ParameterType.GetTypeInfo();
+ TypeInfo callParamTI = callParameterTypes[index].GetTypeInfo();
+
+ if (callParameterTypes[index] != null && !methodParamTI.IsAssignableFrom(callParamTI) && !(callParamTI.IsEnum && System.Enum.GetUnderlyingType(methodParamTI.AsType()).GetTypeInfo().IsAssignableFrom(callParamTI)))
+ {
+ return false;
+ }
+#else
+ Type type = methodParameters[index].ParameterType;
+ if (callParameterTypes[index] != null && !type.IsAssignableFrom(callParameterTypes[index]) && !(type.IsEnum && System.Enum.GetUnderlyingType(type).IsAssignableFrom(callParameterTypes[index])))
+ {
+ return false;
+ }
+#endif
+ }
+
+ return true;
+ }
+
+
+ /// <summary>
+ /// Destroys all Instantiates and RPCs locally and (if not localOnly) sends EvDestroy(player) and clears related events in the server buffer.
+ /// </summary>
+ public static void DestroyPlayerObjects(int playerId, bool localOnly)
+ {
+ if (playerId <= 0)
+ {
+ Debug.LogError("Failed to Destroy objects of playerId: " + playerId);
+ return;
+ }
+
+ if (!localOnly)
+ {
+ // clean server's Instantiate and RPC buffers
+ OpRemoveFromServerInstantiationsOfPlayer(playerId);
+ OpCleanActorRpcBuffer(playerId);
+
+ // send Destroy(player) to anyone else
+ SendDestroyOfPlayer(playerId);
+ }
+
+ // locally cleaning up that player's objects
+ HashSet<GameObject> playersGameObjects = new HashSet<GameObject>();
+
+ // with ownership transfer, some objects might lose their owner.
+ // in that case, the creator becomes the owner again. every client can apply done below.
+ foreach (PhotonView view in photonViewList.Values)
+ {
+ if (view == null)
+ {
+ Debug.LogError("Null view");
+ continue;
+ }
+
+ // Mark player created objects for destruction
+ if (view.CreatorActorNr == playerId)
+ {
+ playersGameObjects.Add(view.gameObject);
+ continue;
+ }
+
+ if (view.OwnerActorNr == playerId)
+ {
+ var previousOwner = view.Owner;
+ view.OwnerActorNr = view.CreatorActorNr;
+ view.ControllerActorNr = view.CreatorActorNr;
+
+ // This callback was not originally here. Added with the IsMine caching changes.
+ if (PhotonNetwork.OnOwnershipTransferedEv != null)
+ {
+ PhotonNetwork.OnOwnershipTransferedEv(view, previousOwner);
+ }
+ }
+ }
+
+ // any non-local work is already done, so with the list of that player's objects, we can clean up (locally only)
+ foreach (GameObject gameObject in playersGameObjects)
+ {
+ RemoveInstantiatedGO(gameObject, true);
+ }
+ }
+
+ public static void DestroyAll(bool localOnly)
+ {
+ if (!localOnly)
+ {
+ OpRemoveCompleteCache();
+ SendDestroyOfAll();
+ }
+
+ LocalCleanupAnythingInstantiated(true);
+ }
+
+ internal static List<PhotonView> foundPVs = new List<PhotonView>();
+
+ /// <summary>Removes GameObject and the PhotonViews on it from local lists and optionally updates remotes. GameObject gets destroyed at end.</summary>
+ /// <remarks>
+ /// This method might fail and quit early due to several tests.
+ /// </remarks>
+ /// <param name="go">GameObject to cleanup.</param>
+ /// <param name="localOnly">For localOnly, tests of control are skipped and the server is not updated.</param>
+ internal static void RemoveInstantiatedGO(GameObject go, bool localOnly)
+ {
+ // Avoid cleanup if we are quitting.
+ if (ConnectionHandler.AppQuits)
+ return;
+
+ if (go == null)
+ {
+ Debug.LogError("Failed to 'network-remove' GameObject because it's null.");
+ return;
+ }
+
+ // Don't remove the GO if it doesn't have any PhotonView
+ go.GetComponentsInChildren<PhotonView>(true, foundPVs);
+ if (foundPVs.Count <= 0)
+ {
+ Debug.LogError("Failed to 'network-remove' GameObject because has no PhotonView components: " + go);
+ return;
+ }
+
+ PhotonView viewZero = foundPVs[0];
+
+ // Don't remove GOs that are owned by others (unless this is the master and the remote player left)
+ if (!localOnly)
+ {
+ //Debug.LogWarning("Destroy " + instantiationId + " creator " + creatorId, go);
+ if (!viewZero.IsMine)
+ {
+ Debug.LogError("Failed to 'network-remove' GameObject. Client is neither owner nor MasterClient taking over for owner who left: " + viewZero);
+ foundPVs.Clear(); // as foundPVs is re-used, clean it to avoid lingering references
+ return;
+ }
+ }
+
+ // cleanup instantiation (event and local list)
+ if (!localOnly)
+ {
+ ServerCleanInstantiateAndDestroy(viewZero); // server cleaning
+ }
+
+ int creatorActorNr = viewZero.CreatorActorNr;
+
+ // cleanup PhotonViews and their RPCs events (if not localOnly)
+ for (int j = foundPVs.Count - 1; j >= 0; j--)
+ {
+ PhotonView view = foundPVs[j];
+ if (view == null)
+ {
+ continue;
+ }
+
+ // TODO: Probably should have a enum that defines when auto-detachment should occur.
+ // Check nested PVs for different creator. Detach if different, to avoid destroying reparanted objects.
+ if (j != 0)
+ {
+ // view does not belong to the same object as the root PV - unparent this nested PV to avoid destruction.
+ if (view.CreatorActorNr != creatorActorNr)
+ {
+ view.transform.SetParent(null, true);
+ continue;
+ }
+ }
+
+ // Notify all children PVs of impending destruction. Send the root PV (the actual object getting destroyed) to the callbacks.
+ view.OnPreNetDestroy(viewZero);
+
+ // we only destroy/clean PhotonViews that were created by PhotonNetwork.Instantiate (and those have an instantiationId!)
+ if (view.InstantiationId >= 1)
+ {
+ LocalCleanPhotonView(view);
+ }
+ if (!localOnly)
+ {
+ OpCleanRpcBuffer(view);
+ }
+ }
+
+ if (PhotonNetwork.LogLevel >= PunLogLevel.Full)
+ {
+ Debug.Log("Network destroy Instantiated GO: " + go.name);
+ }
+
+ foundPVs.Clear(); // as foundPVs is re-used, clean it to avoid lingering references
+
+ go.SetActive(false); // PUN 2 disables objects before the return to the pool
+ prefabPool.Destroy(go); // PUN 2 always uses a PrefabPool (even for the default implementation)
+ }
+
+
+ private static readonly ExitGames.Client.Photon.Hashtable removeFilter = new ExitGames.Client.Photon.Hashtable();
+ private static readonly ExitGames.Client.Photon.Hashtable ServerCleanDestroyEvent = new ExitGames.Client.Photon.Hashtable();
+ private static readonly RaiseEventOptions ServerCleanOptions = new RaiseEventOptions() { CachingOption = EventCaching.RemoveFromRoomCache };
+
+ internal static RaiseEventOptions SendToAllOptions = new RaiseEventOptions() { Receivers = ReceiverGroup.All };
+ internal static RaiseEventOptions SendToOthersOptions = new RaiseEventOptions() { Receivers = ReceiverGroup.Others };
+ internal static RaiseEventOptions SendToSingleOptions = new RaiseEventOptions() { TargetActors = new int[1] };
+
+ /// <summary>
+ /// Removes an instantiation event from the server's cache. Needs id and actorNr of player who instantiated.
+ /// </summary>
+ private static void ServerCleanInstantiateAndDestroy(PhotonView photonView)
+ {
+ int filterId;
+ if (photonView.isRuntimeInstantiated)
+ {
+ filterId = photonView.InstantiationId; // actual, live InstantiationIds start with 1 and go up
+ // remove the Instantiate-event from the server cache:
+ removeFilter[keyByteSeven] = filterId;
+ ServerCleanOptions.CachingOption = EventCaching.RemoveFromRoomCache;
+ PhotonNetwork.RaiseEventInternal(PunEvent.Instantiation, removeFilter, ServerCleanOptions, SendOptions.SendReliable);
+ }
+ // Don't remove the Instantiation from the server, if it doesn't have a proper ID
+ else
+ {
+ filterId = photonView.ViewID;
+ }
+
+ // send a Destroy-event to everyone (removing an event from the cache, doesn't send this to anyone else):
+ ServerCleanDestroyEvent[keyByteZero] = filterId;
+ ServerCleanOptions.CachingOption = photonView.isRuntimeInstantiated ? EventCaching.DoNotCache : EventCaching.AddToRoomCacheGlobal; // if the view got loaded with the scene, cache EvDestroy for anyone (re)joining later
+
+ PhotonNetwork.RaiseEventInternal(PunEvent.Destroy, ServerCleanDestroyEvent, ServerCleanOptions, SendOptions.SendReliable);
+ }
+
+ private static void SendDestroyOfPlayer(int actorNr)
+ {
+ ExitGames.Client.Photon.Hashtable evData = new ExitGames.Client.Photon.Hashtable();
+ evData[keyByteZero] = actorNr;
+
+ PhotonNetwork.RaiseEventInternal(PunEvent.DestroyPlayer, evData, null, SendOptions.SendReliable);
+ }
+
+ private static void SendDestroyOfAll()
+ {
+ ExitGames.Client.Photon.Hashtable evData = new ExitGames.Client.Photon.Hashtable();
+ evData[keyByteZero] = -1;
+
+ PhotonNetwork.RaiseEventInternal(PunEvent.DestroyPlayer, evData, null, SendOptions.SendReliable);
+ }
+
+ private static void OpRemoveFromServerInstantiationsOfPlayer(int actorNr)
+ {
+ // removes all "Instantiation" events of player actorNr. this is not an event for anyone else
+ RaiseEventOptions options = new RaiseEventOptions() { CachingOption = EventCaching.RemoveFromRoomCache, TargetActors = new int[] { actorNr } };
+ PhotonNetwork.RaiseEventInternal(PunEvent.Instantiation, null, options, SendOptions.SendReliable);
+ }
+
+ internal static void RequestOwnership(int viewID, int fromOwner)
+ {
+ //Debug.Log("RequestOwnership(): " + viewID + " from: " + fromOwner + " Time: " + Environment.TickCount % 1000);
+ PhotonNetwork.RaiseEventInternal(PunEvent.OwnershipRequest, new int[] { viewID, fromOwner }, SendToAllOptions, SendOptions.SendReliable);
+ }
+
+ internal static void TransferOwnership(int viewID, int playerID)
+ {
+ //Debug.Log("TransferOwnership() view " + viewID + " to: " + playerID + " Time: " + Environment.TickCount % 1000);
+ PhotonNetwork.RaiseEventInternal(PunEvent.OwnershipTransfer, new int[] { viewID, playerID }, SendToAllOptions, SendOptions.SendReliable);
+ }
+
+ /// <summary>
+ /// Call this on the Master to reassert ownership on clients. viewOwnerPairs are [viewId][viewOwnerActorNr] pairs. targetActor of -1 indicates send to all others.
+ /// </summary>
+ internal static void OwnershipUpdate(int[] viewOwnerPairs, int targetActor = -1)
+ {
+ RaiseEventOptions opts;
+ if (targetActor == -1)
+ {
+ opts = SendToOthersOptions;
+ }
+ else
+ {
+ SendToSingleOptions.TargetActors[0] = targetActor;
+ opts = SendToSingleOptions;
+ }
+ PhotonNetwork.RaiseEventInternal(PunEvent.OwnershipUpdate, viewOwnerPairs, opts, SendOptions.SendReliable);
+ }
+
+ public static bool LocalCleanPhotonView(PhotonView view)
+ {
+ view.removedFromLocalViewList = true;
+ return photonViewList.Remove(view.ViewID);
+ }
+
+ public static PhotonView GetPhotonView(int viewID)
+ {
+ PhotonView result = null;
+ photonViewList.TryGetValue(viewID, out result);
+
+ /// Removed aggressive find that likely had no real use case, and was expensive.
+ //if (result == null)
+ //{
+ // PhotonView[] views = GameObject.FindObjectsOfType(typeof(PhotonView)) as PhotonView[];
+
+ // for (int i = 0; i < views.Length; i++)
+ // {
+ // PhotonView view = views[i];
+ // if (view.ViewID == viewID)
+ // {
+ // if (view.didAwake)
+ // {
+ // Debug.LogWarning("Had to lookup view that wasn't in photonViewList: " + view);
+ // }
+ // return view;
+ // }
+ // }
+ //}
+
+ return result;
+ }
+
+ public static void RegisterPhotonView(PhotonView netView)
+ {
+ if (!Application.isPlaying)
+ {
+ photonViewList = new NonAllocDictionary<int, PhotonView>();
+ return;
+ }
+
+ if (netView.ViewID == 0)
+ {
+ // don't register views with ID 0 (not initialized). they register when a ID is assigned later on
+ Debug.Log("PhotonView register is ignored, because viewID is 0. No id assigned yet to: " + netView);
+ return;
+ }
+
+ PhotonView listedView = null;
+ bool isViewListed = photonViewList.TryGetValue(netView.ViewID, out listedView);
+ if (isViewListed)
+ {
+ // if some other view is in the list already, we got a problem. it might be indestructible. print out error
+ if (netView != listedView)
+ {
+ Debug.LogError(string.Format("PhotonView ID duplicate found: {0}. New: {1} old: {2}. Maybe one wasn't destroyed on scene load?! Check for 'DontDestroyOnLoad'. Destroying old entry, adding new.", netView.ViewID, netView, listedView));
+ }
+ else
+ {
+ return;
+ }
+
+ RemoveInstantiatedGO(listedView.gameObject, true);
+ }
+
+ // Debug.Log("adding view to known list: " + netView);
+ photonViewList.Add(netView.ViewID, netView);
+ netView.removedFromLocalViewList = false;
+
+ //Debug.LogError("view being added. " + netView); // Exit Games internal log
+
+ if (PhotonNetwork.LogLevel >= PunLogLevel.Full)
+ {
+ Debug.Log("Registered PhotonView: " + netView.ViewID);
+ }
+ }
+
+
+ /// <summary>
+ /// Removes the RPCs of someone else (to be used as master).
+ /// This won't clean any local caches. It just tells the server to forget a player's RPCs and instantiates.
+ /// </summary>
+ /// <param name="actorNumber"></param>
+ public static void OpCleanActorRpcBuffer(int actorNumber)
+ {
+ RaiseEventOptions options = new RaiseEventOptions() { CachingOption = EventCaching.RemoveFromRoomCache, TargetActors = new int[] { actorNumber } };
+ PhotonNetwork.RaiseEventInternal(PunEvent.RPC, null, options, SendOptions.SendReliable);
+ }
+
+ /// <summary>
+ /// Instead removing RPCs or Instantiates, this removed everything cached by the actor.
+ /// </summary>
+ /// <param name="actorNumber"></param>
+ public static void OpRemoveCompleteCacheOfPlayer(int actorNumber)
+ {
+ RaiseEventOptions options = new RaiseEventOptions() { CachingOption = EventCaching.RemoveFromRoomCache, TargetActors = new int[] { actorNumber } };
+ PhotonNetwork.RaiseEventInternal(0, null, options, SendOptions.SendReliable);
+ }
+
+
+ public static void OpRemoveCompleteCache()
+ {
+ RaiseEventOptions options = new RaiseEventOptions() { CachingOption = EventCaching.RemoveFromRoomCache, Receivers = ReceiverGroup.MasterClient };
+ PhotonNetwork.RaiseEventInternal(0, null, options, SendOptions.SendReliable);
+ }
+
+ /// This clears the cache of any player/actor who's no longer in the room (making it a simple clean-up option for a new master)
+ private static void RemoveCacheOfLeftPlayers()
+ {
+ Dictionary<byte, object> opParameters = new Dictionary<byte, object>();
+ opParameters[ParameterCode.Code] = (byte)0; // any event
+ opParameters[ParameterCode.Cache] = (byte)EventCaching.RemoveFromRoomCacheForActorsLeft; // option to clear the room cache of all events of players who left
+
+ NetworkingClient.LoadBalancingPeer.SendOperation((byte)OperationCode.RaiseEvent, opParameters, SendOptions.SendReliable); // TODO: Check if this is the best implementation possible
+ }
+
+ // Remove RPCs of view (if they are local player's RPCs)
+ public static void CleanRpcBufferIfMine(PhotonView view)
+ {
+ if (view.OwnerActorNr != NetworkingClient.LocalPlayer.ActorNumber && !NetworkingClient.LocalPlayer.IsMasterClient)
+ {
+ Debug.LogError("Cannot remove cached RPCs on a PhotonView thats not ours! " + view.Owner + " scene: " + view.IsRoomView);
+ return;
+ }
+
+ OpCleanRpcBuffer(view);
+ }
+
+
+ private static readonly Hashtable rpcFilterByViewId = new ExitGames.Client.Photon.Hashtable();
+ private static readonly RaiseEventOptions OpCleanRpcBufferOptions = new RaiseEventOptions() { CachingOption = EventCaching.RemoveFromRoomCache };
+
+ /// <summary>Cleans server RPCs for PhotonView (without any further checks).</summary>
+ public static void OpCleanRpcBuffer(PhotonView view)
+ {
+ rpcFilterByViewId[keyByteZero] = view.ViewID;
+ PhotonNetwork.RaiseEventInternal(PunEvent.RPC, rpcFilterByViewId, OpCleanRpcBufferOptions, SendOptions.SendReliable);
+ }
+
+ /// <summary>
+ /// Remove all buffered RPCs from server that were sent in the targetGroup, if this is the Master Client or if this controls the individual PhotonView.
+ /// </summary>
+ /// <remarks>
+ /// This method requires either:
+ /// - This client is the Master Client (can remove any RPCs per group).
+ /// - Any other client: each PhotonView is checked if it is under this client's control. Only those RPCs are removed.
+ /// </remarks>
+ /// <param name="group">Interest group that gets all RPCs removed.</param>
+ public static void RemoveRPCsInGroup(int group)
+ {
+ foreach (PhotonView view in photonViewList.Values)
+ {
+ if (view.Group == group)
+ {
+ CleanRpcBufferIfMine(view);
+ }
+ }
+ }
+
+ /// <summary>
+ /// Clear buffered RPCs based on filter parameters.
+ /// </summary>
+ /// <param name="viewId">The viewID of the PhotonView where the RPC has been called on. We actually need its ViewID. If 0 (default) is provided, all PhotonViews/ViewIDs are considered.</param>
+ /// <param name="methodName">The RPC method name, if possible we will use its hash shortcut for efficiency. If none (null or empty string) is provided all RPC method names are considered.</param>
+ /// <param name="callersActorNumbers">The actor numbers of the players who called/buffered the RPC. For example if two players buffered the same RPC you can clear the buffered RPC of one and keep the other. If none (null or empty array) is provided all senders are considered.</param>
+ /// <returns>If the operation could be sent to the server.</returns>
+ public static bool RemoveBufferedRPCs(int viewId = 0, string methodName = null, int[] callersActorNumbers = null/*, params object[] parameters*/)
+ {
+ Hashtable filter = new Hashtable(2);
+ if (viewId != 0)
+ {
+ filter[keyByteZero] = viewId;
+ }
+ if (!string.IsNullOrEmpty(methodName))
+ {
+ // send name or shortcut (if available)
+ int shortcut;
+ if (rpcShortcuts.TryGetValue(methodName, out shortcut))
+ {
+ filter[keyByteFive] = (byte)shortcut; // LIMITS RPC COUNT
+ }
+ else
+ {
+ filter[keyByteThree] = methodName;
+ }
+ }
+ //if (parameters != null && parameters.Length > 0)
+ //{
+ // filter[keyByteFour] = parameters;
+ //}
+ RaiseEventOptions raiseEventOptions = new RaiseEventOptions();
+ raiseEventOptions.CachingOption = EventCaching.RemoveFromRoomCache;
+ if (callersActorNumbers != null)
+ {
+ raiseEventOptions.TargetActors = callersActorNumbers;
+ }
+ return RaiseEventInternal(PunEvent.RPC, filter, raiseEventOptions, SendOptions.SendReliable);
+ }
+
+ /// <summary>
+ /// Sets level prefix for PhotonViews instantiated later on. Don't set it if you need only one!
+ /// </summary>
+ /// <remarks>
+ /// Important: If you don't use multiple level prefixes, simply don't set this value. The
+ /// default value is optimized out of the traffic.
+ ///
+ /// This won't affect existing PhotonViews (they can't be changed yet for existing PhotonViews).
+ ///
+ /// Messages sent with a different level prefix will be received but not executed. This affects
+ /// RPCs, Instantiates and synchronization.
+ ///
+ /// Be aware that PUN never resets this value, you'll have to do so yourself.
+ /// </remarks>
+ /// <param name="prefix">Max value is short.MaxValue = 255</param>
+ public static void SetLevelPrefix(byte prefix)
+ {
+ // TODO: check can use network
+
+ currentLevelPrefix = prefix;
+ // TODO: should we really change the prefix for existing PVs?! better keep it!
+ //foreach (PhotonView view in photonViewList.Values)
+ //{
+ // view.prefix = prefix;
+ //}
+ }
+
+
+ /// RPC Hashtable Structure
+ /// (byte)0 -> (int) ViewId (combined from actorNr and actor-unique-id)
+ /// (byte)1 -> (short) prefix (level)
+ /// (byte)2 -> (int) server timestamp
+ /// (byte)3 -> (string) methodname
+ /// (byte)4 -> (object[]) parameters
+ /// (byte)5 -> (byte) method shortcut (alternative to name)
+ ///
+ /// This is sent as event (code: 200) which will contain a sender (origin of this RPC).
+
+ static ExitGames.Client.Photon.Hashtable rpcEvent = new ExitGames.Client.Photon.Hashtable();
+ static RaiseEventOptions RpcOptionsToAll = new RaiseEventOptions();
+
+
+ internal static void RPC(PhotonView view, string methodName, RpcTarget target, Player player, bool encrypt, params object[] parameters)
+ {
+ if (blockedSendingGroups.Contains(view.Group))
+ {
+ return; // Block sending on this group
+ }
+
+ if (view.ViewID < 1)
+ {
+ Debug.LogError("Illegal view ID:" + view.ViewID + " method: " + methodName + " GO:" + view.gameObject.name);
+ }
+
+ if (PhotonNetwork.LogLevel >= PunLogLevel.Full)
+ {
+ Debug.Log("Sending RPC \"" + methodName + "\" to target: " + target + " or player:" + player + ".");
+ }
+
+
+ //ts: changed RPCs to a one-level hashtable as described in internal.txt
+ rpcEvent.Clear();
+
+ rpcEvent[keyByteZero] = (int)view.ViewID; // LIMITS NETWORKVIEWS&PLAYERS
+ if (view.Prefix > 0)
+ {
+ rpcEvent[keyByteOne] = (short)view.Prefix;
+ }
+ rpcEvent[keyByteTwo] = PhotonNetwork.ServerTimestamp;
+
+
+ // send name or shortcut (if available)
+ int shortcut = 0;
+ if (rpcShortcuts.TryGetValue(methodName, out shortcut))
+ {
+ rpcEvent[keyByteFive] = (byte)shortcut; // LIMITS RPC COUNT
+ }
+ else
+ {
+ rpcEvent[keyByteThree] = methodName;
+ }
+
+ if (parameters != null && parameters.Length > 0)
+ {
+ rpcEvent[keyByteFour] = (object[])parameters;
+ }
+
+ SendOptions sendOptions = new SendOptions() { Reliability = true, Encrypt = encrypt };
+
+ // if sent to target player, this overrides the target
+ if (player != null)
+ {
+ if (NetworkingClient.LocalPlayer.ActorNumber == player.ActorNumber)
+ {
+ ExecuteRpc(rpcEvent, player);
+ }
+ else
+ {
+ RaiseEventOptions options = new RaiseEventOptions() { TargetActors = new int[] { player.ActorNumber } };
+ PhotonNetwork.RaiseEventInternal(PunEvent.RPC, rpcEvent, options, sendOptions);
+ // NetworkingClient.OpRaiseEvent(PunEvent.RPC, rpcEvent, options, new SendOptions() { Reliability = true, Encrypt = encrypt });
+ }
+
+ return;
+ }
+
+ switch (target)
+ {
+ // send to a specific set of players
+ case RpcTarget.All:
+ RpcOptionsToAll.InterestGroup = (byte)view.Group; // NOTE: Test-wise, this is static and re-used to avoid memory garbage
+ PhotonNetwork.RaiseEventInternal(PunEvent.RPC, rpcEvent, RpcOptionsToAll, sendOptions);
+
+ // Execute local
+ ExecuteRpc(rpcEvent, NetworkingClient.LocalPlayer);
+ break;
+ case RpcTarget.Others:
+ {
+ RaiseEventOptions options = new RaiseEventOptions() { InterestGroup = (byte)view.Group };
+ PhotonNetwork.RaiseEventInternal(PunEvent.RPC, rpcEvent, options, sendOptions);
+ break;
+ }
+ case RpcTarget.AllBuffered:
+ {
+ RaiseEventOptions options = new RaiseEventOptions() { CachingOption = EventCaching.AddToRoomCache };
+ PhotonNetwork.RaiseEventInternal(PunEvent.RPC, rpcEvent, options, sendOptions);
+
+ // Execute local
+ ExecuteRpc(rpcEvent, NetworkingClient.LocalPlayer);
+ break;
+ }
+ case RpcTarget.OthersBuffered:
+ {
+ RaiseEventOptions options = new RaiseEventOptions() { CachingOption = EventCaching.AddToRoomCache };
+ PhotonNetwork.RaiseEventInternal(PunEvent.RPC, rpcEvent, options, sendOptions);
+ break;
+ }
+ case RpcTarget.MasterClient:
+ {
+ if (NetworkingClient.LocalPlayer.IsMasterClient)
+ {
+ ExecuteRpc(rpcEvent, NetworkingClient.LocalPlayer);
+ }
+ else
+ {
+ RaiseEventOptions options = new RaiseEventOptions() { Receivers = ReceiverGroup.MasterClient };
+ PhotonNetwork.RaiseEventInternal(PunEvent.RPC, rpcEvent, options, sendOptions);
+ }
+
+ break;
+ }
+ case RpcTarget.AllViaServer:
+ {
+ RaiseEventOptions options = new RaiseEventOptions() { InterestGroup = (byte)view.Group, Receivers = ReceiverGroup.All };
+ PhotonNetwork.RaiseEventInternal(PunEvent.RPC, rpcEvent, options, sendOptions);
+ if (PhotonNetwork.OfflineMode)
+ {
+ ExecuteRpc(rpcEvent, NetworkingClient.LocalPlayer);
+ }
+
+ break;
+ }
+ case RpcTarget.AllBufferedViaServer:
+ {
+ RaiseEventOptions options = new RaiseEventOptions() { InterestGroup = (byte)view.Group, Receivers = ReceiverGroup.All, CachingOption = EventCaching.AddToRoomCache };
+ PhotonNetwork.RaiseEventInternal(PunEvent.RPC, rpcEvent, options, sendOptions);
+ if (PhotonNetwork.OfflineMode)
+ {
+ ExecuteRpc(rpcEvent, NetworkingClient.LocalPlayer);
+ }
+
+ break;
+ }
+ default:
+ Debug.LogError("Unsupported target enum: " + target);
+ break;
+ }
+ }
+
+
+ /// <summary>Enable/disable receiving on given Interest Groups (applied to PhotonViews).</summary>
+ /// <remarks>
+ /// A client can tell the server which Interest Groups it's interested in.
+ /// The server will only forward events for those Interest Groups to that client (saving bandwidth and performance).
+ ///
+ /// See: https://doc.photonengine.com/en-us/pun/v2/gameplay/interestgroups
+ ///
+ /// See: https://doc.photonengine.com/en-us/pun/v2/demos-and-tutorials/package-demos/culling-demo
+ /// </remarks>
+ /// <param name="disableGroups">The interest groups to disable (or null).</param>
+ /// <param name="enableGroups">The interest groups to enable (or null).</param>
+ public static void SetInterestGroups(byte[] disableGroups, byte[] enableGroups)
+ {
+ // TODO: check can use network
+
+ if (disableGroups != null)
+ {
+ if (disableGroups.Length == 0)
+ {
+ // a byte[0] should disable ALL groups in one step and before any groups are enabled. we do this locally, too.
+ allowedReceivingGroups.Clear();
+ }
+ else
+ {
+ for (int index = 0; index < disableGroups.Length; index++)
+ {
+ byte g = disableGroups[index];
+ if (g <= 0)
+ {
+ Debug.LogError("Error: PhotonNetwork.SetInterestGroups was called with an illegal group number: " + g + ". The Group number should be at least 1.");
+ continue;
+ }
+
+ if (allowedReceivingGroups.Contains(g))
+ {
+ allowedReceivingGroups.Remove(g);
+ }
+ }
+ }
+ }
+
+ if (enableGroups != null)
+ {
+ if (enableGroups.Length == 0)
+ {
+ // a byte[0] should enable ALL groups in one step. we do this locally, too.
+ for (byte index = 0; index < byte.MaxValue; index++)
+ {
+ allowedReceivingGroups.Add(index);
+ }
+
+ allowedReceivingGroups.Add(byte.MaxValue);
+ }
+ else
+ {
+ for (int index = 0; index < enableGroups.Length; index++)
+ {
+ byte g = enableGroups[index];
+ if (g <= 0)
+ {
+ Debug.LogError("Error: PhotonNetwork.SetInterestGroups was called with an illegal group number: " + g + ". The Group number should be at least 1.");
+ continue;
+ }
+
+ allowedReceivingGroups.Add(g);
+ }
+ }
+ }
+
+ if (!PhotonNetwork.offlineMode)
+ {
+ NetworkingClient.OpChangeGroups(disableGroups, enableGroups);
+ }
+ }
+
+
+ /// <summary>Enable/disable sending on given group (applied to PhotonViews)</summary>
+ /// <remarks>
+ /// This does not interact with the Photon server-side.
+ /// It's just a client-side setting to suppress updates, should they be sent to one of the blocked groups.
+ ///
+ /// This setting is not particularly useful, as it means that updates literally never reach the server or anyone else.
+ /// Use with care.
+ /// </remarks>
+ /// <param name="group">The interest group to affect.</param>
+ /// <param name="enabled">Sets if sending to group is enabled (or not).</param>
+ public static void SetSendingEnabled(byte group, bool enabled)
+ {
+ // TODO: check can use network
+
+ if (!enabled)
+ {
+ blockedSendingGroups.Add(group); // can be added to HashSet no matter if already in it
+ }
+ else
+ {
+ blockedSendingGroups.Remove(group);
+ }
+ }
+
+
+
+ /// <summary>Enable/disable sending on given groups (applied to PhotonViews)</summary>
+ /// <remarks>
+ /// This does not interact with the Photon server-side.
+ /// It's just a client-side setting to suppress updates, should they be sent to one of the blocked groups.
+ ///
+ /// This setting is not particularly useful, as it means that updates literally never reach the server or anyone else.
+ /// Use with care.
+ /// <param name="enableGroups">The interest groups to enable sending on (or null).</param>
+ /// <param name="disableGroups">The interest groups to disable sending on (or null).</param>
+ public static void SetSendingEnabled(byte[] disableGroups, byte[] enableGroups)
+ {
+ // TODO: check can use network
+
+ if (disableGroups != null)
+ {
+ for (int index = 0; index < disableGroups.Length; index++)
+ {
+ byte g = disableGroups[index];
+ blockedSendingGroups.Add(g);
+ }
+ }
+
+ if (enableGroups != null)
+ {
+ for (int index = 0; index < enableGroups.Length; index++)
+ {
+ byte g = enableGroups[index];
+ blockedSendingGroups.Remove(g);
+ }
+ }
+ }
+
+
+ internal static void NewSceneLoaded()
+ {
+ if (loadingLevelAndPausedNetwork)
+ {
+ _AsyncLevelLoadingOperation = null;
+ loadingLevelAndPausedNetwork = false;
+ PhotonNetwork.IsMessageQueueRunning = true;
+ }
+ else
+ {
+ PhotonNetwork.SetLevelInPropsIfSynced(SceneManagerHelper.ActiveSceneName);
+ }
+
+ // Debug.Log("OnLevelWasLoaded photonViewList.Count: " + photonViewList.Count); // Exit Games internal log
+
+ List<int> removeKeys = new List<int>();
+ foreach (KeyValuePair<int, PhotonView> kvp in photonViewList)
+ {
+ PhotonView view = kvp.Value;
+ if (view == null)
+ {
+ removeKeys.Add(kvp.Key);
+ }
+ }
+
+ for (int index = 0; index < removeKeys.Count; index++)
+ {
+
+ int key = removeKeys[index];
+ photonViewList.Remove(key);
+ }
+
+ if (removeKeys.Count > 0)
+ {
+ if (PhotonNetwork.LogLevel >= PunLogLevel.Informational)
+ Debug.Log("New level loaded. Removed " + removeKeys.Count + " scene view IDs from last level.");
+ }
+ }
+
+
+ /// <summary>
+ /// Defines how many updated produced by OnPhotonSerialize() are batched into one message.
+ /// </summary>
+ /// <remarks>
+ /// A low number increases overhead, a high number might lead to fragmented messages.
+ /// </remarks>
+ public static int ObjectsInOneUpdate = 20;
+
+
+ private static readonly PhotonStream serializeStreamOut = new PhotonStream(true, null);
+ private static readonly PhotonStream serializeStreamIn = new PhotonStream(false, null);
+
+
+ ///<summary> cache the RaiseEventOptions to prevent redundant Memory Allocation</summary>
+ private static RaiseEventOptions serializeRaiseEvOptions = new RaiseEventOptions();
+
+ private struct RaiseEventBatch : IEquatable<RaiseEventBatch>
+ {
+ public byte Group;
+ public bool Reliable;
+
+ public override int GetHashCode()
+ {
+ return (this.Group << 1) + (this.Reliable ? 1 : 0);
+ }
+
+ public bool Equals(RaiseEventBatch other)
+ {
+ return this.Reliable == other.Reliable && this.Group == other.Group;
+ }
+ }
+
+
+ private class SerializeViewBatch : IEquatable<SerializeViewBatch>, IEquatable<RaiseEventBatch>
+ {
+ public readonly RaiseEventBatch Batch;
+ public List<object> ObjectUpdates;
+ private int defaultSize = PhotonNetwork.ObjectsInOneUpdate;
+ private int offset;
+
+
+ // the offset enables us to skip the first X entries in the ObjectUpdate(s), leaving room for (e.g.) timestamp of sending and level prefix
+ public SerializeViewBatch(RaiseEventBatch batch, int offset)
+ {
+ this.Batch = batch;
+ this.ObjectUpdates = new List<object>(this.defaultSize);
+ this.offset = offset;
+ for (int i = 0; i < offset; i++) this.ObjectUpdates.Add(null);
+ }
+
+ public override int GetHashCode()
+ {
+ return (this.Batch.Group << 1) + (this.Batch.Reliable ? 1 : 0);
+ }
+
+ public bool Equals(SerializeViewBatch other)
+ {
+ return this.Equals(other.Batch);
+ }
+
+ public bool Equals(RaiseEventBatch other)
+ {
+ return this.Batch.Reliable == other.Reliable && this.Batch.Group == other.Group;
+ }
+
+ public override bool Equals(object obj)
+ {
+ SerializeViewBatch other = obj as SerializeViewBatch;
+ return other != null && this.Batch.Equals(other.Batch);
+ }
+
+ public void Clear()
+ {
+ this.ObjectUpdates.Clear();
+ for (int i = 0; i < offset; i++) this.ObjectUpdates.Add(null);
+ }
+
+ public void Add(List<object> viewData)
+ {
+ if (this.ObjectUpdates.Count >= this.ObjectUpdates.Capacity)
+ {
+ // NOTE: we could also trim to new size
+ throw new Exception("Can't add. Size exceeded.");
+ }
+
+ this.ObjectUpdates.Add(viewData);
+ }
+ }
+
+
+ private static readonly Dictionary<RaiseEventBatch, SerializeViewBatch> serializeViewBatches = new Dictionary<RaiseEventBatch, SerializeViewBatch>();
+
+
+ /// <summary>Calls all locally controlled PhotonViews to write their updates in OnPhotonSerializeView. Called by a PhotonHandler.</summary>
+ internal static void RunViewUpdate()
+ {
+ if (PhotonNetwork.OfflineMode || CurrentRoom == null || CurrentRoom.Players == null)
+ {
+ return;
+ }
+
+
+ // no need to send OnSerialize messages while being alone (these are not buffered anyway)
+#if !PHOTON_DEVELOP
+ if (CurrentRoom.Players.Count <= 1)
+ {
+ return;
+ }
+#else
+ serializeRaiseEvOptions.Receivers = (CurrentRoom.Players.Count == 1) ? ReceiverGroup.All : ReceiverGroup.Others;
+#endif
+
+
+
+ /* Format of the event's data object[]:
+ * [0] = PhotonNetwork.ServerTimestamp;
+ * [1] = currentLevelPrefix; OPTIONAL!
+ * [2] = object[] of PhotonView x
+ * [3] = object[] of PhotonView y or NULL
+ * [...]
+ *
+ * We only combine updates for XY objects into one RaiseEvent to avoid fragmentation.
+ * The Reliability and Interest Group are only used for RaiseEvent and not contained in the event/data that reaches the other clients.
+ * This is read in OnEvent().
+ */
+
+
+ var enumerator = photonViewList.GetEnumerator(); // replacing foreach (PhotonView view in this.photonViewList.Values) for memory allocation improvement
+ while (enumerator.MoveNext())
+ {
+ PhotonView view = enumerator.Current.Value;
+
+ // a client only sends updates for active, synchronized PhotonViews that are under it's control (isMine)
+ if (view.Synchronization == ViewSynchronization.Off || view.IsMine == false || view.isActiveAndEnabled == false)
+ {
+ continue;
+ }
+
+ if (blockedSendingGroups.Contains(view.Group))
+ {
+ continue; // Block sending on this group
+ }
+
+
+ // call the PhotonView's serialize method(s)
+ List<object> evData = OnSerializeWrite(view);
+ if (evData == null)
+ {
+ continue;
+ }
+
+ RaiseEventBatch eventBatch = new RaiseEventBatch();
+ eventBatch.Reliable = view.Synchronization == ViewSynchronization.ReliableDeltaCompressed || view.mixedModeIsReliable;
+ eventBatch.Group = view.Group;
+
+ SerializeViewBatch svBatch = null;
+ bool found = serializeViewBatches.TryGetValue(eventBatch, out svBatch);
+ if (!found)
+ {
+ svBatch = new SerializeViewBatch(eventBatch, 2); // NOTE: the 2 first entries are kept empty for timestamp and level prefix
+ serializeViewBatches.Add(eventBatch, svBatch);
+ }
+
+ svBatch.Add(evData);
+ if (svBatch.ObjectUpdates.Count == svBatch.ObjectUpdates.Capacity)
+ {
+ SendSerializeViewBatch(svBatch);
+ }
+ }
+
+ var enumeratorB = serializeViewBatches.GetEnumerator();
+ while (enumeratorB.MoveNext())
+ {
+ SendSerializeViewBatch(enumeratorB.Current.Value);
+ }
+ }
+
+
+ private static void SendSerializeViewBatch(SerializeViewBatch batch)
+ {
+ if (batch == null || batch.ObjectUpdates.Count <= 2)
+ {
+ return;
+ }
+
+ serializeRaiseEvOptions.InterestGroup = batch.Batch.Group;
+ batch.ObjectUpdates[0] = PhotonNetwork.ServerTimestamp;
+ batch.ObjectUpdates[1] = (currentLevelPrefix != 0) ? (object)currentLevelPrefix : null;
+ byte code = batch.Batch.Reliable ? PunEvent.SendSerializeReliable : PunEvent.SendSerialize;
+
+ PhotonNetwork.RaiseEventInternal(code, batch.ObjectUpdates, serializeRaiseEvOptions, batch.Batch.Reliable ? SendOptions.SendReliable : SendOptions.SendUnreliable);
+ batch.Clear();
+ }
+
+
+ // calls OnPhotonSerializeView (through ExecuteOnSerialize)
+ // the content created here is consumed by receivers in: ReadOnSerialize
+ private static List<object> OnSerializeWrite(PhotonView view)
+ {
+ if (view.Synchronization == ViewSynchronization.Off)
+ {
+ return null;
+ }
+
+
+ // each view creates a list of values that should be sent
+ PhotonMessageInfo info = new PhotonMessageInfo(NetworkingClient.LocalPlayer, PhotonNetwork.ServerTimestamp, view);
+
+ if (view.syncValues == null) view.syncValues = new List<object>();
+ view.syncValues.Clear();
+ serializeStreamOut.SetWriteStream(view.syncValues);
+ serializeStreamOut.SendNext(null); //to become: viewID,
+ serializeStreamOut.SendNext(null); //to become: is compressed
+ serializeStreamOut.SendNext(null); //to become: null-values (for compression) followed by: values for this object's update
+
+
+ view.SerializeView(serializeStreamOut, info);
+
+ // check if there are actual values to be sent (after the "header" of viewId, (bool)compressed and (int[])nullValues)
+ if (serializeStreamOut.Count <= SyncFirstValue)
+ {
+ return null;
+ }
+
+
+ List<object> currentValues = serializeStreamOut.GetWriteStream();
+ currentValues[SyncViewId] = view.ViewID;
+ currentValues[SyncCompressed] = false; // (bool) compression was used.
+ currentValues[SyncNullValues] = null; // if reliable compressed, this is non-null.
+ // next: sequence of values in this object's update.
+
+ if (view.Synchronization == ViewSynchronization.Unreliable)
+ {
+ return currentValues;
+ }
+
+
+ // ViewSynchronization: Off, Unreliable, UnreliableOnChange, ReliableDeltaCompressed
+ if (view.Synchronization == ViewSynchronization.UnreliableOnChange)
+ {
+ if (AlmostEquals(currentValues, view.lastOnSerializeDataSent))
+ {
+ if (view.mixedModeIsReliable)
+ {
+ return null;
+ }
+
+ view.mixedModeIsReliable = true;
+ List<object> temp = view.lastOnSerializeDataSent; // TODO: extract "exchange" into method in PV
+ view.lastOnSerializeDataSent = currentValues;
+ view.syncValues = temp;
+ }
+ else
+ {
+ view.mixedModeIsReliable = false;
+ List<object> temp = view.lastOnSerializeDataSent; // TODO: extract "exchange" into method in PV
+ view.lastOnSerializeDataSent = currentValues;
+ view.syncValues = temp;
+ }
+
+
+ return currentValues;
+ }
+
+ if (view.Synchronization == ViewSynchronization.ReliableDeltaCompressed)
+ {
+ // TODO: fix delta compression / comparison
+
+ // compress content of data set (by comparing to view.lastOnSerializeDataSent)
+ // the "original" dataArray is NOT modified by DeltaCompressionWrite
+ List<object> dataToSend = DeltaCompressionWrite(view.lastOnSerializeDataSent, currentValues);
+
+ // cache the values that were written this time (not the compressed values)
+ List<object> temp = view.lastOnSerializeDataSent; // TODO: extract "exchange" into method in PV
+ view.lastOnSerializeDataSent = currentValues;
+ view.syncValues = temp;
+
+ return dataToSend;
+ }
+
+ return null;
+ }
+
+ /// <summary>
+ /// Reads updates created by OnSerializeWrite
+ /// </summary>
+ private static void OnSerializeRead(object[] data, Player sender, int networkTime, short correctPrefix)
+ {
+ // read view ID from key (byte)0: a int-array (PUN 1.17++)
+ int viewID = (int)data[SyncViewId];
+
+
+ // debug:
+ //LogObjectArray(data);
+
+ PhotonView view = GetPhotonView(viewID);
+ if (view == null)
+ {
+ Debug.LogWarning("Received OnSerialization for view ID " + viewID + ". We have no such PhotonView! Ignore this if you're joining or leaving a room. State: " + NetworkingClient.State);
+ return;
+ }
+
+ if (view.Prefix > 0 && correctPrefix != view.Prefix)
+ {
+ Debug.LogError("Received OnSerialization for view ID " + viewID + " with prefix " + correctPrefix + ". Our prefix is " + view.Prefix);
+ return;
+ }
+
+ // SetReceiving filtering
+ if (view.Group != 0 && !allowedReceivingGroups.Contains(view.Group))
+ {
+ return; // Ignore group
+ }
+
+
+
+
+ if (view.Synchronization == ViewSynchronization.ReliableDeltaCompressed)
+ {
+ object[] uncompressed = DeltaCompressionRead(view.lastOnSerializeDataReceived, data);
+ //LogObjectArray(uncompressed,"uncompressed ");
+ if (uncompressed == null)
+ {
+ // Skip this packet as we haven't got received complete-copy of this view yet.
+ if (PhotonNetwork.LogLevel >= PunLogLevel.Informational)
+ {
+ Debug.Log("Skipping packet for " + view.name + " [" + view.ViewID +
+ "] as we haven't received a full packet for delta compression yet. This is OK if it happens for the first few frames after joining a game.");
+ }
+ return;
+ }
+
+ // store last received values (uncompressed) for delta-compression usage
+ view.lastOnSerializeDataReceived = uncompressed;
+ data = uncompressed;
+ }
+
+ // TODO: re-check if ownership needs to be adjusted based on updates.
+ // most likely, only the PhotonView.Controller should be affected, if anything at all.
+ // TODO: find a way to sync the owner of a PV for late joiners.
+
+ //// This is when joining late to assign ownership to the sender
+ //// this has nothing to do with reading the actual synchronization update.
+ //// We don't do anything if OwnerShip Was Touched, which means we got the infos already. We only possibly act if ownership was never transfered.
+ //// We do override OwnershipWasTransfered if owner is the masterClient.
+ //if (sender.ID != view.OwnerActorNr && (!view.OwnershipWasTransfered || view.OwnerActorNr == 0) && view.currentMasterID == -1)
+ //{
+ // // obviously the owner changed and we didn't yet notice.
+ // //Debug.Log("Adjusting owner to sender of updates. From: " + view.OwnerActorNr + " to: " + sender.ID);
+ // view.OwnerActorNr = sender.ID;
+ //}
+
+ serializeStreamIn.SetReadStream(data, 3);
+ PhotonMessageInfo info = new PhotonMessageInfo(sender, networkTime, view);
+
+ view.DeserializeView(serializeStreamIn, info);
+ }
+
+
+ // compresses currentContent by using NULL as value if currentContent equals previousContent
+ // skips initial indexes, as defined by SyncFirstValue
+ // to conserve memory, the previousContent is re-used as buffer for the result! duplicate the values before using this, if needed
+ // returns null, if nothing must be sent (current content might be null, which also returns null)
+ // SyncFirstValue should be the index of the first actual data-value (3 in PUN's case, as 0=viewId, 1=(bool)compressed, 2=(int[])values that are now null)
+ public const int SyncViewId = 0;
+ public const int SyncCompressed = 1;
+ public const int SyncNullValues = 2;
+ public const int SyncFirstValue = 3;
+
+ private static List<object> DeltaCompressionWrite(List<object> previousContent, List<object> currentContent)
+ {
+ if (currentContent == null || previousContent == null || previousContent.Count != currentContent.Count)
+ {
+ return currentContent; // the current data needs to be sent (which might be null)
+ }
+
+ if (currentContent.Count <= SyncFirstValue)
+ {
+ return null; // this send doesn't contain values (except the "headers"), so it's not being sent
+ }
+
+ List<object> compressedContent = previousContent; // the previous content is no longer needed, once we compared the values!
+ compressedContent[SyncCompressed] = false;
+ int compressedValues = 0;
+
+ Queue<int> valuesThatAreChangedToNull = null;
+ for (int index = SyncFirstValue; index < currentContent.Count; index++)
+ {
+ object newObj = currentContent[index];
+ object oldObj = previousContent[index];
+ if (AlmostEquals(newObj, oldObj))
+ {
+ // compress (by using null, instead of value, which is same as before)
+ compressedValues++;
+ compressedContent[index] = null;
+ }
+ else
+ {
+ compressedContent[index] = newObj;
+
+ // value changed, we don't replace it with null
+ // new value is null (like a compressed value): we have to mark it so it STAYS null instead of being replaced with previous value
+ if (newObj == null)
+ {
+ if (valuesThatAreChangedToNull == null)
+ {
+ valuesThatAreChangedToNull = new Queue<int>(currentContent.Count);
+ }
+ valuesThatAreChangedToNull.Enqueue(index);
+ }
+ }
+ }
+
+ // Only send the list of compressed fields if we actually compressed 1 or more fields.
+ if (compressedValues > 0)
+ {
+ if (compressedValues == currentContent.Count - SyncFirstValue)
+ {
+ // all values are compressed to null, we have nothing to send
+ return null;
+ }
+
+ compressedContent[SyncCompressed] = true;
+ if (valuesThatAreChangedToNull != null)
+ {
+ compressedContent[SyncNullValues] = valuesThatAreChangedToNull.ToArray(); // data that is actually null (not just cause we didn't want to send it)
+ }
+ }
+
+ compressedContent[SyncViewId] = currentContent[SyncViewId];
+ return compressedContent; // some data was compressed but we need to send something
+ }
+
+
+ private static object[] DeltaCompressionRead(object[] lastOnSerializeDataReceived, object[] incomingData)
+ {
+ if ((bool)incomingData[SyncCompressed] == false)
+ {
+ // index 1 marks "compressed" as being true.
+ return incomingData;
+ }
+
+ // Compression was applied (as data[1] == true)
+ // we need a previous "full" list of values to restore values that are null in this msg. else, ignore this
+ if (lastOnSerializeDataReceived == null)
+ {
+ return null;
+ }
+
+
+ int[] indexesThatAreChangedToNull = incomingData[2] as int[];
+ for (int index = SyncFirstValue; index < incomingData.Length; index++)
+ {
+ if (indexesThatAreChangedToNull != null && indexesThatAreChangedToNull.Contains(index))
+ {
+ continue; // if a value was set to null in this update, we don't need to fetch it from an earlier update
+ }
+ if (incomingData[index] == null)
+ {
+ // we replace null values in this received msg unless a index is in the "changed to null" list
+ object lastValue = lastOnSerializeDataReceived[index];
+ incomingData[index] = lastValue;
+ }
+ }
+
+ return incomingData;
+ }
+
+
+ // startIndex should be the index of the first actual data-value (3 in PUN's case, as 0=viewId, 1=(bool)compressed, 2=(int[])values that are now null)
+ // returns the incomingData with modified content. any object being null (means: value unchanged) gets replaced with a previously sent value. incomingData is being modified
+
+
+ private static bool AlmostEquals(IList<object> lastData, IList<object> currentContent)
+ {
+ if (lastData == null && currentContent == null)
+ {
+ return true;
+ }
+
+ if (lastData == null || currentContent == null || (lastData.Count != currentContent.Count))
+ {
+ return false;
+ }
+
+ for (int index = 0; index < currentContent.Count; index++)
+ {
+ object newObj = currentContent[index];
+ object oldObj = lastData[index];
+ if (!AlmostEquals(newObj, oldObj))
+ {
+ return false;
+ }
+ }
+
+ return true;
+ }
+
+ /// <summary>
+ /// Returns true if both objects are almost identical.
+ /// Used to check whether two objects are similar enough to skip an update.
+ /// </summary>
+ static bool AlmostEquals(object one, object two)
+ {
+ if (one == null || two == null)
+ {
+ return one == null && two == null;
+ }
+
+ if (!one.Equals(two))
+ {
+ // if A is not B, lets check if A is almost B
+ if (one is Vector3)
+ {
+ Vector3 a = (Vector3)one;
+ Vector3 b = (Vector3)two;
+ if (a.AlmostEquals(b, PhotonNetwork.PrecisionForVectorSynchronization))
+ {
+ return true;
+ }
+ }
+ else if (one is Vector2)
+ {
+ Vector2 a = (Vector2)one;
+ Vector2 b = (Vector2)two;
+ if (a.AlmostEquals(b, PhotonNetwork.PrecisionForVectorSynchronization))
+ {
+ return true;
+ }
+ }
+ else if (one is Quaternion)
+ {
+ Quaternion a = (Quaternion)one;
+ Quaternion b = (Quaternion)two;
+ if (a.AlmostEquals(b, PhotonNetwork.PrecisionForQuaternionSynchronization))
+ {
+ return true;
+ }
+ }
+ else if (one is float)
+ {
+ float a = (float)one;
+ float b = (float)two;
+ if (a.AlmostEquals(b, PhotonNetwork.PrecisionForFloatSynchronization))
+ {
+ return true;
+ }
+ }
+
+ // one does not equal two
+ return false;
+ }
+
+ return true;
+ }
+
+ // NOTE: Might be used as replacement for the equivalent method in SupportClass.
+ internal static bool GetMethod(MonoBehaviour monob, string methodType, out MethodInfo mi)
+ {
+ mi = null;
+
+ if (monob == null || string.IsNullOrEmpty(methodType))
+ {
+ return false;
+ }
+
+ List<MethodInfo> methods = SupportClassPun.GetMethods(monob.GetType(), null);
+ for (int index = 0; index < methods.Count; index++)
+ {
+ MethodInfo methodInfo = methods[index];
+ if (methodInfo.Name.Equals(methodType))
+ {
+ mi = methodInfo;
+ return true;
+ }
+ }
+
+ return false;
+ }
+
+
+ /// <summary>Internally used to detect the current scene and load it if PhotonNetwork.AutomaticallySyncScene is enabled.</summary>
+ internal static void LoadLevelIfSynced()
+ {
+ if (!PhotonNetwork.AutomaticallySyncScene || PhotonNetwork.IsMasterClient || PhotonNetwork.CurrentRoom == null)
+ {
+ return;
+ }
+
+ // check if "current level" is set in props
+ if (!PhotonNetwork.CurrentRoom.CustomProperties.ContainsKey(CurrentSceneProperty))
+ {
+ return;
+ }
+
+ // if loaded level is not the one defined by master in props, load that level
+ object sceneId = PhotonNetwork.CurrentRoom.CustomProperties[CurrentSceneProperty];
+ if (sceneId is int)
+ {
+ if (SceneManagerHelper.ActiveSceneBuildIndex != (int)sceneId)
+ {
+ PhotonNetwork.LoadLevel((int)sceneId);
+ }
+ }
+ else if (sceneId is string)
+ {
+ if (SceneManagerHelper.ActiveSceneName != (string)sceneId)
+ {
+ PhotonNetwork.LoadLevel((string)sceneId);
+ }
+ }
+ }
+
+
+ internal static void SetLevelInPropsIfSynced(object levelId)
+ {
+ if (!PhotonNetwork.AutomaticallySyncScene || !PhotonNetwork.IsMasterClient || PhotonNetwork.CurrentRoom == null)
+ {
+ return;
+ }
+ if (levelId == null)
+ {
+ Debug.LogError("Parameter levelId can't be null!");
+ return;
+ }
+
+
+ // check if "current level" is already set in the room properties (then we don't set it again)
+ if (PhotonNetwork.CurrentRoom.CustomProperties.ContainsKey(CurrentSceneProperty))
+ {
+ object levelIdInProps = PhotonNetwork.CurrentRoom.CustomProperties[CurrentSceneProperty];
+ //Debug.Log("levelId (to set): "+ levelId + " levelIdInProps: " + levelIdInProps + " SceneManagerHelper.ActiveSceneName: "+ SceneManagerHelper.ActiveSceneName);
+
+ if (levelId.Equals(levelIdInProps))
+ {
+ //Debug.LogWarning("The levelId equals levelIdInProps. Don't set property again.");
+ return;
+ }
+ else
+ {
+ // if the new levelId does not equal the level in properties, there is a chance that build index and scene name refer to the same scene.
+ // as Unity does not provide all scenes with build index, we only check for the currently loaded scene (with a high chance this is the correct one).
+ int scnIndex = SceneManagerHelper.ActiveSceneBuildIndex;
+ string scnName = SceneManagerHelper.ActiveSceneName;
+
+ if ((levelId.Equals(scnIndex) && levelIdInProps.Equals(scnName)) || (levelId.Equals(scnName) && levelIdInProps.Equals(scnIndex)))
+ {
+ //Debug.LogWarning("The levelId and levelIdInProps refer to the same scene. Don't set property for it.");
+ return;
+ }
+ }
+ }
+
+
+ // if the new levelId does not match the current room-property, we can cancel existing loading (as we start a new one)
+ if (_AsyncLevelLoadingOperation != null)
+ {
+ if (!_AsyncLevelLoadingOperation.isDone)
+ {
+ Debug.LogWarning("PUN cancels an ongoing async level load, as another scene should be loaded. Next scene to load: " + levelId);
+ }
+
+ _AsyncLevelLoadingOperation.allowSceneActivation = false;
+ _AsyncLevelLoadingOperation = null;
+ }
+
+
+ // current level is not yet in props, or different, so this client has to set it
+ Hashtable setScene = new Hashtable();
+ if (levelId is int) setScene[CurrentSceneProperty] = (int)levelId;
+ else if (levelId is string) setScene[CurrentSceneProperty] = (string)levelId;
+ else Debug.LogError("Parameter levelId must be int or string!");
+
+ PhotonNetwork.CurrentRoom.SetCustomProperties(setScene);
+ SendAllOutgoingCommands(); // send immediately! because: in most cases the client will begin to load and pause sending anything for a while
+ }
+
+
+ private static void OnEvent(EventData photonEvent)
+ {
+ int actorNr = photonEvent.Sender;
+ Player originatingPlayer = null;
+ if (actorNr > 0 && NetworkingClient.CurrentRoom != null)
+ {
+ originatingPlayer = NetworkingClient.CurrentRoom.GetPlayer(actorNr);
+ }
+
+ switch (photonEvent.Code)
+ {
+ case EventCode.Join:
+ ResetPhotonViewsOnSerialize();
+ break;
+
+ case PunEvent.RPC:
+ ExecuteRpc(photonEvent.CustomData as Hashtable, originatingPlayer);
+ break;
+
+ case PunEvent.SendSerialize:
+ case PunEvent.SendSerializeReliable:
+ // Debug.Log(photonEvent.ToStringFull());
+
+ /* This case must match definition in RunViewUpdate() and OnSerializeWrite().
+ * Format of the event's data object[]:
+ * [0] = PhotonNetwork.ServerTimestamp;
+ * [1] = currentLevelPrefix; OPTIONAL!
+ * [2] = object[] of PhotonView x
+ * [3] = object[] of PhotonView y or NULL
+ * [...]
+ *
+ * We only combine updates for XY objects into one RaiseEvent to avoid fragmentation.
+ * The Reliability and Interest Group are only used for RaiseEvent and not contained in the event/data that reaches the other clients.
+ * This is read in OnEvent().
+ */
+
+ object[] pvUpdates = (object[])photonEvent[ParameterCode.Data];
+ int remoteUpdateServerTimestamp = (int)pvUpdates[0];
+ short remoteLevelPrefix = (pvUpdates[1] != null) ? (byte)pvUpdates[1] : (short)0;
+
+ object[] viewUpdate = null;
+ for (int i = 2; i < pvUpdates.Length; i++)
+ {
+ viewUpdate = pvUpdates[i] as object[];
+ if (viewUpdate == null)
+ {
+ break;
+ }
+ OnSerializeRead(viewUpdate, originatingPlayer, remoteUpdateServerTimestamp, remoteLevelPrefix);
+ }
+ break;
+
+ case PunEvent.Instantiation:
+ NetworkInstantiate((Hashtable)photonEvent.CustomData, originatingPlayer);
+ break;
+
+ case PunEvent.CloseConnection:
+
+ // MasterClient "requests" a disconnection from us
+ if (PhotonNetwork.EnableCloseConnection == false)
+ {
+ Debug.LogWarning("CloseConnection received from " + originatingPlayer + ". PhotonNetwork.EnableCloseConnection is false. Ignoring the request (this client stays in the room).");
+ }
+ else if (originatingPlayer == null || !originatingPlayer.IsMasterClient)
+ {
+ Debug.LogWarning("CloseConnection received from " + originatingPlayer + ". That player is not the Master Client. " + PhotonNetwork.MasterClient + " is.");
+ }
+ else if (PhotonNetwork.EnableCloseConnection)
+ {
+ PhotonNetwork.LeaveRoom(false);
+ }
+
+ break;
+
+ case PunEvent.DestroyPlayer:
+ Hashtable evData = (Hashtable)photonEvent.CustomData;
+ int targetPlayerId = (int)evData[keyByteZero];
+ if (targetPlayerId >= 0)
+ {
+ DestroyPlayerObjects(targetPlayerId, true);
+ }
+ else
+ {
+ DestroyAll(true);
+ }
+ break;
+
+ case EventCode.Leave:
+
+ // destroy objects & buffered messages
+ if (CurrentRoom != null && CurrentRoom.AutoCleanUp && (originatingPlayer == null || !originatingPlayer.IsInactive))
+ {
+ DestroyPlayerObjects(actorNr, true);
+ }
+ break;
+
+ case PunEvent.Destroy:
+ evData = (Hashtable)photonEvent.CustomData;
+ int instantiationId = (int)evData[keyByteZero];
+ // Debug.Log("Ev Destroy for viewId: " + instantiationId + " sent by owner: " + (instantiationId / PhotonNetwork.MAX_VIEW_IDS == actorNr) + " this client is owner: " + (instantiationId / PhotonNetwork.MAX_VIEW_IDS == this.LocalPlayer.ID));
+
+
+ PhotonView pvToDestroy = null;
+ if (photonViewList.TryGetValue(instantiationId, out pvToDestroy))
+ {
+ RemoveInstantiatedGO(pvToDestroy.gameObject, true);
+ }
+ else
+ {
+ Debug.LogError("Ev Destroy Failed. Could not find PhotonView with instantiationId " + instantiationId + ". Sent by actorNr: " + actorNr);
+ }
+
+ break;
+
+ case PunEvent.OwnershipRequest:
+ {
+ int[] requestValues = (int[])photonEvent.CustomData;
+ int requestedViewId = requestValues[0];
+ int requestedFromOwnerId = requestValues[1];
+
+
+ PhotonView requestedView = GetPhotonView(requestedViewId);
+ if (requestedView == null)
+ {
+ Debug.LogWarning("Can't find PhotonView of incoming OwnershipRequest. ViewId not found: " + requestedViewId);
+ break;
+ }
+
+ if (PhotonNetwork.LogLevel == PunLogLevel.Informational)
+ {
+ Debug.Log(string.Format("OwnershipRequest. actorNr {0} requests view {1} from {2}. current pv owner: {3} is {4}. isMine: {6} master client: {5}", actorNr, requestedViewId, requestedFromOwnerId, requestedView.OwnerActorNr, requestedView.IsOwnerActive ? "active" : "inactive", MasterClient.ActorNumber, requestedView.IsMine));
+ }
+
+ switch (requestedView.OwnershipTransfer)
+ {
+ case OwnershipOption.Takeover:
+ int currentPvOwnerId = requestedView.OwnerActorNr;
+ if (requestedFromOwnerId == currentPvOwnerId || (requestedFromOwnerId == 0 && currentPvOwnerId == MasterClient.ActorNumber) || currentPvOwnerId == 0)
+ {
+ // a takeover is successful automatically, if taken from current owner
+ Player prevOwner = requestedView.Owner;
+
+ requestedView.OwnerActorNr = actorNr;
+ requestedView.ControllerActorNr = actorNr;
+
+ if (PhotonNetwork.OnOwnershipTransferedEv != null)
+ {
+ PhotonNetwork.OnOwnershipTransferedEv(requestedView, prevOwner);
+ }
+ }
+ else
+ {
+
+ if (PhotonNetwork.OnOwnershipTransferFailedEv != null)
+ {
+ PhotonNetwork.OnOwnershipTransferFailedEv(requestedView, originatingPlayer);
+ }
+ //Debug.LogWarning("requestedView.OwnershipTransfer was ignored! ");
+ }
+ break;
+
+ case OwnershipOption.Request:
+ if (PhotonNetwork.OnOwnershipRequestEv != null)
+ {
+ PhotonNetwork.OnOwnershipRequestEv(requestedView, originatingPlayer);
+ }
+ break;
+
+ default:
+ Debug.LogWarning("Ownership mode == " + (requestedView.OwnershipTransfer) + ". Ignoring request.");
+ break;
+ }
+ }
+ break;
+
+ case PunEvent.OwnershipTransfer:
+ {
+ int[] transferViewToUserID = (int[])photonEvent.CustomData;
+ int requestedViewId = transferViewToUserID[0];
+ int newOwnerId = transferViewToUserID[1];
+
+ if (PhotonNetwork.LogLevel >= PunLogLevel.Informational)
+ {
+ Debug.Log("Ev OwnershipTransfer. ViewID " + requestedViewId + " to: " + newOwnerId + " Time: " + Environment.TickCount % 1000);
+ }
+
+ PhotonView requestedView = GetPhotonView(requestedViewId);
+ if (requestedView != null)
+ {
+ // Only apply this if pv allows Takeover, or allows Request and this message originates from the controller or owner.
+ if (requestedView.OwnershipTransfer == OwnershipOption.Takeover ||
+ (requestedView.OwnershipTransfer == OwnershipOption.Request && (originatingPlayer == requestedView.Controller || originatingPlayer == requestedView.Owner)))
+ {
+ Player prevOwner = requestedView.Owner;
+
+ requestedView.OwnerActorNr= newOwnerId;
+ requestedView.ControllerActorNr = newOwnerId;
+
+ if (PhotonNetwork.OnOwnershipTransferedEv != null)
+ {
+ PhotonNetwork.OnOwnershipTransferedEv(requestedView, prevOwner);
+ }
+ }
+ else if (PhotonNetwork.LogLevel >= PunLogLevel.Informational)
+ {
+ if (requestedView.OwnershipTransfer == OwnershipOption.Request)
+ Debug.Log("Failed incoming OwnershipTransfer attempt for '" + requestedView.name + "; " + requestedViewId +
+ " - photonView has OwnershipTransfer set to OwnershipOption.Request, but Player attempting to change owner is not the current owner/controller.");
+ else
+ Debug.Log("Failed incoming OwnershipTransfer attempt for '" + requestedView.name + "; " + requestedViewId +
+ " - photonView has OwnershipTransfer set to OwnershipOption.Fixed.");
+ }
+ }
+ else if (PhotonNetwork.LogLevel >= PunLogLevel.ErrorsOnly)
+ {
+ Debug.LogErrorFormat("Failed to find a PhotonView with ID={0} for incoming OwnershipTransfer event (newOwnerActorNumber={1}), sender={2}",
+ requestedViewId, newOwnerId, actorNr);
+ }
+
+ break;
+ }
+
+ case PunEvent.OwnershipUpdate:
+ {
+ reusablePVHashset.Clear();
+
+ // Deserialize the list of exceptions, these are views on the master who's Owner and Creator didn't match.
+ int[] viewOwnerPair = (int[])photonEvent.CustomData;
+
+ for (int i = 0, cnt = viewOwnerPair.Length; i < cnt; i++)
+ {
+ int viewId = viewOwnerPair[i];
+ i++;
+ int newOwnerId = viewOwnerPair[i];
+
+ PhotonView view = GetPhotonView(viewId);
+ if (view == null)
+ {
+ if (PhotonNetwork.LogLevel >= PunLogLevel.ErrorsOnly)
+ {
+ Debug.LogErrorFormat("Failed to find a PhotonView with ID={0} for incoming OwnershipUpdate event (newOwnerActorNumber={1}), sender={2}. If you load scenes, make sure to pause the message queue.", viewId, newOwnerId, actorNr);
+ }
+
+ continue;
+ }
+
+ Player prevOwner = view.Owner;
+ Player newOwner = CurrentRoom.GetPlayer(newOwnerId, true);
+
+ view.OwnerActorNr= newOwnerId;
+ view.ControllerActorNr = newOwnerId;
+
+ reusablePVHashset.Add(view);
+ // If this produces an owner change locally, fire the OnOwnershipTransfered callbacks
+ if (PhotonNetwork.OnOwnershipTransferedEv != null && newOwner != prevOwner)
+ {
+ PhotonNetwork.OnOwnershipTransferedEv(view, prevOwner);
+ }
+ }
+
+ // Initialize all views. Typically this is just fired on a new client after it joins a room and gets the first OwnershipUpdate from the Master.
+ // This was moved from PhotonHandler OnJoinedRoom to here, to allow objects to retain controller = -1 until an controller is actually known.
+ foreach (var view in PhotonViewCollection)
+ {
+ if (!reusablePVHashset.Contains(view))
+ view.RebuildControllerCache();
+ }
+
+ break;
+ }
+
+
+ }
+ }
+
+ private static void OnOperation(OperationResponse opResponse)
+ {
+ switch (opResponse.OperationCode)
+ {
+ case OperationCode.GetRegions:
+ if (opResponse.ReturnCode != 0)
+ {
+ if (PhotonNetwork.LogLevel >= PunLogLevel.Full)
+ {
+ Debug.Log("OpGetRegions failed. Will not ping any. ReturnCode: " + opResponse.ReturnCode);
+ }
+ return;
+ }
+ if (ConnectMethod == ConnectMethod.ConnectToBest)
+ {
+ string previousBestRegionSummary = PhotonNetwork.BestRegionSummaryInPreferences;
+
+ if (PhotonNetwork.LogLevel >= PunLogLevel.Informational)
+ {
+ Debug.Log("PUN got region list. Going to ping minimum regions, based on this previous result summary: " + previousBestRegionSummary);
+ }
+ NetworkingClient.RegionHandler.PingMinimumOfRegions(OnRegionsPinged, previousBestRegionSummary);
+ }
+ break;
+ case OperationCode.JoinGame:
+ if (Server == ServerConnection.GameServer)
+ {
+ PhotonNetwork.LoadLevelIfSynced();
+ }
+ break;
+ }
+ }
+
+ private static void OnClientStateChanged(ClientState previousState, ClientState state)
+ {
+ if (
+ (previousState == ClientState.Joined && state == ClientState.Disconnected) ||
+ (Server == ServerConnection.GameServer && (state == ClientState.Disconnecting || state == ClientState.DisconnectingFromGameServer))
+ )
+ {
+ LeftRoomCleanup();
+ }
+
+ if (state == ClientState.ConnectedToMasterServer && _cachedRegionHandler != null)
+ {
+ BestRegionSummaryInPreferences = _cachedRegionHandler.SummaryToCache;
+ _cachedRegionHandler = null;
+ }
+ }
+
+ // to be used in the main thread. as OnRegionsPinged is called in a separate thread and so we can't use some of the Unity methods (like saving playerPrefs)
+ private static RegionHandler _cachedRegionHandler;
+
+ private static void OnRegionsPinged(RegionHandler regionHandler)
+ {
+ if (PhotonNetwork.LogLevel >= PunLogLevel.Informational)
+ {
+ Debug.Log(regionHandler.GetResults());
+ }
+
+ _cachedRegionHandler = regionHandler;
+ //PhotonNetwork.BestRegionSummaryInPreferences = regionHandler.SummaryToCache; // can not be called here, as it's not in the main thread
+
+
+ // the dev region overrides the best region selection in "development" builds (unless it was set but is empty).
+
+#if UNITY_EDITOR
+ if (!PhotonServerSettings.DevRegionSetOnce)
+ {
+ // if no dev region was defined before or if the dev region is unavailable, set a new dev region
+ PhotonServerSettings.DevRegionSetOnce = true;
+ PhotonServerSettings.DevRegion = _cachedRegionHandler.BestRegion.Code;
+ }
+#endif
+
+#if DEVELOPMENT_BUILD || UNITY_EDITOR
+ if (!string.IsNullOrEmpty(PhotonServerSettings.DevRegion) && ConnectMethod == ConnectMethod.ConnectToBest)
+ {
+ Debug.LogWarning("PUN is in development mode (development build). As the 'dev region' is not empty (" + PhotonServerSettings.DevRegion + ") it overrides the found best region. See PhotonServerSettings.");
+
+ string _finalDevRegion = PhotonServerSettings.DevRegion;
+ if (!_cachedRegionHandler.EnabledRegions.Any(p => p.Code == PhotonServerSettings.DevRegion))
+ {
+ _finalDevRegion = _cachedRegionHandler.EnabledRegions[0].Code;
+
+ Debug.LogWarning("The 'dev region' (" + PhotonServerSettings.DevRegion + ") was not found in the enabled regions, the first enabled region is picked (" + _finalDevRegion + ")");
+ }
+
+ PhotonNetwork.NetworkingClient.ConnectToRegionMaster(_finalDevRegion);
+ return;
+ }
+#endif
+
+ if (NetworkClientState == ClientState.ConnectedToNameServer)
+ {
+ PhotonNetwork.NetworkingClient.ConnectToRegionMaster(regionHandler.BestRegion.Code);
+ }
+ }
+ }
+}
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonNetworkPart.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonNetworkPart.cs.meta
new file mode 100644
index 0000000..b56fbf0
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonNetworkPart.cs.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: cbf2b3734a024f842bd50f8738feb400
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonStreamQueue.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonStreamQueue.cs
new file mode 100644
index 0000000..33a0b8f
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonStreamQueue.cs
@@ -0,0 +1,197 @@
+// ----------------------------------------------------------------------------
+// <copyright file="PhotonStreamQueue.cs" company="Exit Games GmbH">
+// PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH
+// </copyright>
+// <summary>
+// Contains the PhotonStreamQueue.
+// </summary>
+// <author>developer@exitgames.com</author>
+// ----------------------------------------------------------------------------
+
+
+namespace Photon.Pun
+{
+ using System.Collections.Generic;
+ using UnityEngine;
+
+ /// <summary>
+ /// The PhotonStreamQueue helps you poll object states at higher frequencies than what
+ /// PhotonNetwork.SendRate dictates and then sends all those states at once when
+ /// Serialize() is called.
+ /// On the receiving end you can call Deserialize() and then the stream will roll out
+ /// the received object states in the same order and timeStep they were recorded in.
+ /// </summary>
+ public class PhotonStreamQueue
+ {
+ private int m_SampleRate;
+ private int m_SampleCount;
+ private int m_ObjectsPerSample = -1;
+
+ private float m_LastSampleTime = -Mathf.Infinity;
+ private int m_LastFrameCount = -1;
+ private int m_NextObjectIndex = -1;
+
+ private List<object> m_Objects = new List<object>();
+
+ private bool m_IsWriting;
+
+ /// <summary>
+ /// Initializes a new instance of the <see cref="PhotonStreamQueue"/> class.
+ /// </summary>
+ /// <param name="sampleRate">How many times per second should the object states be sampled</param>
+ public PhotonStreamQueue(int sampleRate)
+ {
+ this.m_SampleRate = sampleRate;
+ }
+
+ private void BeginWritePackage()
+ {
+ //If not enough time has passed since the last sample, we don't want to write anything
+ if (Time.realtimeSinceStartup < this.m_LastSampleTime + 1f / this.m_SampleRate)
+ {
+ this.m_IsWriting = false;
+ return;
+ }
+
+ if (this.m_SampleCount == 1)
+ {
+ this.m_ObjectsPerSample = this.m_Objects.Count;
+ //Debug.Log( "Setting m_ObjectsPerSample to " + m_ObjectsPerSample );
+ }
+ else if (this.m_SampleCount > 1)
+ {
+ if (this.m_Objects.Count / this.m_SampleCount != this.m_ObjectsPerSample)
+ {
+ Debug.LogWarning("The number of objects sent via a PhotonStreamQueue has to be the same each frame");
+ Debug.LogWarning("Objects in List: " + this.m_Objects.Count + " / Sample Count: " + this.m_SampleCount + " = " + this.m_Objects.Count / this.m_SampleCount + " != " + this.m_ObjectsPerSample);
+ }
+ }
+
+ this.m_IsWriting = true;
+ this.m_SampleCount++;
+ this.m_LastSampleTime = Time.realtimeSinceStartup;
+
+ /*if( m_SampleCount > 1 )
+ {
+ Debug.Log( "Check: " + m_Objects.Count + " / " + m_SampleCount + " = " + ( m_Objects.Count / m_SampleCount ) + " = " + m_ObjectsPerSample );
+ }*/
+ }
+
+ /// <summary>
+ /// Resets the PhotonStreamQueue. You need to do this whenever the amount of objects you are observing changes
+ /// </summary>
+ public void Reset()
+ {
+ this.m_SampleCount = 0;
+ this.m_ObjectsPerSample = -1;
+
+ this.m_LastSampleTime = -Mathf.Infinity;
+ this.m_LastFrameCount = -1;
+
+ this.m_Objects.Clear();
+ }
+
+ /// <summary>
+ /// Adds the next object to the queue. This works just like PhotonStream.SendNext
+ /// </summary>
+ /// <param name="obj">The object you want to add to the queue</param>
+ public void SendNext(object obj)
+ {
+ if (Time.frameCount != this.m_LastFrameCount)
+ {
+ this.BeginWritePackage();
+ }
+
+ this.m_LastFrameCount = Time.frameCount;
+
+ if (this.m_IsWriting == false)
+ {
+ return;
+ }
+
+ this.m_Objects.Add(obj);
+ }
+
+ /// <summary>
+ /// Determines whether the queue has stored any objects
+ /// </summary>
+ public bool HasQueuedObjects()
+ {
+ return this.m_NextObjectIndex != -1;
+ }
+
+ /// <summary>
+ /// Receives the next object from the queue. This works just like PhotonStream.ReceiveNext
+ /// </summary>
+ /// <returns></returns>
+ public object ReceiveNext()
+ {
+ if (this.m_NextObjectIndex == -1)
+ {
+ return null;
+ }
+
+ if (this.m_NextObjectIndex >= this.m_Objects.Count)
+ {
+ this.m_NextObjectIndex -= this.m_ObjectsPerSample;
+ }
+
+ return this.m_Objects[this.m_NextObjectIndex++];
+ }
+
+ /// <summary>
+ /// Serializes the specified stream. Call this in your OnPhotonSerializeView method to send the whole recorded stream.
+ /// </summary>
+ /// <param name="stream">The PhotonStream you receive as a parameter in OnPhotonSerializeView</param>
+ public void Serialize(PhotonStream stream)
+ {
+ // TODO: find a better solution for this:
+ // the "if" is a workaround for packages which have only 1 sample/frame. in that case, SendNext didn't set the obj per sample.
+ if (this.m_Objects.Count > 0 && this.m_ObjectsPerSample < 0)
+ {
+ this.m_ObjectsPerSample = this.m_Objects.Count;
+ }
+
+ stream.SendNext(this.m_SampleCount);
+ stream.SendNext(this.m_ObjectsPerSample);
+
+ for (int i = 0; i < this.m_Objects.Count; ++i)
+ {
+ stream.SendNext(this.m_Objects[i]);
+ }
+
+ //Debug.Log( "Serialize " + m_SampleCount + " samples with " + m_ObjectsPerSample + " objects per sample. object count: " + m_Objects.Count + " / " + ( m_SampleCount * m_ObjectsPerSample ) );
+
+ this.m_Objects.Clear();
+ this.m_SampleCount = 0;
+ }
+
+ /// <summary>
+ /// Deserializes the specified stream. Call this in your OnPhotonSerializeView method to receive the whole recorded stream.
+ /// </summary>
+ /// <param name="stream">The PhotonStream you receive as a parameter in OnPhotonSerializeView</param>
+ public void Deserialize(PhotonStream stream)
+ {
+ this.m_Objects.Clear();
+
+ this.m_SampleCount = (int) stream.ReceiveNext();
+ this.m_ObjectsPerSample = (int) stream.ReceiveNext();
+
+ for (int i = 0; i < this.m_SampleCount * this.m_ObjectsPerSample; ++i)
+ {
+ this.m_Objects.Add(stream.ReceiveNext());
+ }
+
+ if (this.m_Objects.Count > 0)
+ {
+ this.m_NextObjectIndex = 0;
+ }
+ else
+ {
+ this.m_NextObjectIndex = -1;
+ }
+
+ //Debug.Log( "Deserialized " + m_SampleCount + " samples with " + m_ObjectsPerSample + " objects per sample. object count: " + m_Objects.Count + " / " + ( m_SampleCount * m_ObjectsPerSample ) );
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonStreamQueue.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonStreamQueue.cs.meta
new file mode 100644
index 0000000..b225d0d
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonStreamQueue.cs.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 006991e32d9020c4d896f161318a2bc0
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonUnityNetworking.asmdef b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonUnityNetworking.asmdef
new file mode 100644
index 0000000..11c54b9
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonUnityNetworking.asmdef
@@ -0,0 +1,10 @@
+{
+ "name": "PhotonUnityNetworking",
+ "references": [
+ "PhotonRealtime"
+ ],
+ "optionalUnityReferences": [],
+ "includePlatforms": [],
+ "excludePlatforms": [],
+ "allowUnsafeCode": false
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonUnityNetworking.asmdef.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonUnityNetworking.asmdef.meta
new file mode 100644
index 0000000..e3e63aa
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonUnityNetworking.asmdef.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 57c32fc907df0f54e8e6e8f0d2488336
+timeCreated: 1537459565
+licenseType: Store
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonView.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonView.cs
new file mode 100644
index 0000000..360e9ac
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonView.cs
@@ -0,0 +1,826 @@
+// ----------------------------------------------------------------------------
+// <copyright file="PhotonView.cs" company="Exit Games GmbH">
+// PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH
+// </copyright>
+// <summary>
+// Contains the PhotonView class.
+// </summary>
+// <author>developer@exitgames.com</author>
+// ----------------------------------------------------------------------------
+
+
+namespace Photon.Pun
+{
+ using System;
+ using UnityEngine;
+ using UnityEngine.Serialization;
+ using System.Collections.Generic;
+ using Photon.Realtime;
+
+ #if UNITY_EDITOR
+ using UnityEditor;
+ #endif
+
+ /// <summary>
+ /// A PhotonView identifies an object across the network (viewID) and configures how the controlling client updates remote instances.
+ /// </summary>
+ /// \ingroup publicApi
+ [AddComponentMenu("Photon Networking/Photon View")]
+ public class PhotonView : MonoBehaviour
+ {
+ #if UNITY_EDITOR
+ [UnityEditor.InitializeOnLoadMethod]
+ private static void SetPhotonViewExecutionOrder()
+ {
+ int photonViewExecutionOrder = -16000;
+ GameObject go = new GameObject();
+ PhotonView pv = go.AddComponent<PhotonView>();
+ MonoScript monoScript = MonoScript.FromMonoBehaviour(pv);
+
+ if (photonViewExecutionOrder != MonoImporter.GetExecutionOrder(monoScript))
+ {
+ MonoImporter.SetExecutionOrder(monoScript, photonViewExecutionOrder); // very early but allows other scripts to run even earlier...
+ }
+
+ DestroyImmediate(go);
+ }
+ #endif
+
+ #if UNITY_EDITOR
+ [ContextMenu("Open PUN Wizard")]
+ void OpenPunWizard()
+ {
+ EditorApplication.ExecuteMenuItem("Window/Photon Unity Networking/PUN Wizard");
+ }
+ #endif
+
+ #if UNITY_EDITOR
+ // Suppressing compiler warning "this variable is never used". Only used in the CustomEditor, only in Editor
+ #pragma warning disable 0414
+ [SerializeField]
+ bool ObservedComponentsFoldoutOpen = true;
+ #pragma warning restore 0414
+ #endif
+
+ #if UNITY_EDITOR
+ /// called by Editor to reset the component
+ private void Reset()
+ {
+ observableSearch = ObservableSearch.AutoFindAll;
+ }
+ #endif
+
+
+
+ [FormerlySerializedAs("group")]
+ public byte Group = 0;
+
+ // NOTE: this is now an integer because unity won't serialize short (needed for instantiation). we SEND only a short though!
+ // NOTE: prefabs have a prefixField of -1. this is replaced with any currentLevelPrefix that's used at runtime. instantiated GOs get their prefix set pre-instantiation (so those are not -1 anymore)
+ public int Prefix
+ {
+ get
+ {
+ if (this.prefixField == -1 && PhotonNetwork.NetworkingClient != null)
+ {
+ this.prefixField = PhotonNetwork.currentLevelPrefix;
+ }
+
+ return this.prefixField;
+ }
+ set { this.prefixField = value; }
+ }
+
+ // this field is serialized by unity. that means it is copied when instantiating a persistent obj into the scene
+ [FormerlySerializedAs("prefixBackup")]
+ public int prefixField = -1;
+
+
+
+ /// <summary>
+ /// This is the InstantiationData that was passed when calling PhotonNetwork.Instantiate* (if that was used to spawn this prefab)
+ /// </summary>
+ public object[] InstantiationData
+ {
+ get { return this.instantiationDataField; }
+ protected internal set { this.instantiationDataField = value; }
+ }
+
+ internal object[] instantiationDataField;
+
+ /// <summary>
+ /// For internal use only, don't use
+ /// </summary>
+ protected internal List<object> lastOnSerializeDataSent = null;
+ protected internal List<object> syncValues;
+
+ /// <summary>
+ /// For internal use only, don't use
+ /// </summary>
+ protected internal object[] lastOnSerializeDataReceived = null;
+
+ [FormerlySerializedAs("synchronization")]
+ public ViewSynchronization Synchronization = ViewSynchronization.UnreliableOnChange;
+
+ protected internal bool mixedModeIsReliable = false;
+
+ /// <summary>Defines if ownership of this PhotonView is fixed, can be requested or simply taken.</summary>
+ /// <remarks>
+ /// Note that you can't edit this value at runtime.
+ /// The options are described in enum OwnershipOption.
+ /// The current owner has to implement IPunCallbacks.OnOwnershipRequest to react to the ownership request.
+ /// </remarks>
+ [FormerlySerializedAs("ownershipTransfer")]
+ public OwnershipOption OwnershipTransfer = OwnershipOption.Fixed;
+
+
+ public enum ObservableSearch { Manual, AutoFindActive, AutoFindAll }
+
+ /// Default to manual so existing PVs in projects default to same as before. Reset() changes this to AutoAll for new implementations.
+ public ObservableSearch observableSearch = ObservableSearch.Manual;
+
+ public List<Component> ObservedComponents;
+
+
+
+ internal MonoBehaviour[] RpcMonoBehaviours;
+
+
+
+ [Obsolete("Renamed. Use IsRoomView instead")]
+ public bool IsSceneView
+ {
+ get { return this.IsRoomView; }
+ }
+
+ /// <summary>True if the PhotonView was loaded with the scene (game object) or instantiated with InstantiateRoomObject.</summary>
+ /// <remarks>
+ /// Room objects are not owned by a particular player but belong to the scene. Thus they don't get destroyed when their
+ /// creator leaves the game and the current Master Client can control them (whoever that is).
+ /// The ownerId is 0 (player IDs are 1 and up).
+ /// </remarks>
+ public bool IsRoomView
+ {
+ get { return this.CreatorActorNr == 0; }
+ }
+
+ public bool IsOwnerActive
+ {
+ get { return this.Owner != null && !this.Owner.IsInactive; }
+ }
+
+ /// <summary>
+ /// True if the PhotonView is "mine" and can be controlled by this client.
+ /// </summary>
+ /// <remarks>
+ /// PUN has an ownership concept that defines who can control and destroy each PhotonView.
+ /// True in case the controller matches the local Player.
+ /// True if this is a scene photonview (null owner and ownerId == 0) on the Master client.
+ /// </remarks>
+ public bool IsMine { get; private set; }
+ public bool AmController
+ {
+ get { return this.IsMine; }
+ }
+
+ public Player Controller { get; private set; }
+
+ public int CreatorActorNr { get; private set; }
+
+ public bool AmOwner { get; private set; }
+
+
+ /// <summary>
+ /// The owner of a PhotonView is the creator of an object by default Ownership can be transferred and the owner may not be in the room anymore. Objects in the scene don't have an owner.
+ /// </summary>
+ /// <remarks>
+ /// The owner/controller of a PhotonView is also the client which sends position updates of the GameObject.
+ ///
+ /// Ownership can be transferred to another player with PhotonView.TransferOwnership or any player can request
+ /// ownership by calling the PhotonView's RequestOwnership method.
+ /// The current owner has to implement IPunCallbacks.OnOwnershipRequest to react to the ownership request.
+ /// </remarks>
+ public Player Owner { get; private set; }
+
+
+
+ [NonSerialized]
+ private int ownerActorNr;
+
+ public int OwnerActorNr
+ {
+ get { return this.ownerActorNr; }
+ set
+ {
+ if (value != 0 && this.ownerActorNr == value)
+ {
+ return;
+ }
+
+ Player prevOwner = this.Owner;
+
+ this.Owner = PhotonNetwork.CurrentRoom == null ? null : PhotonNetwork.CurrentRoom.GetPlayer(value, true);
+ this.ownerActorNr = this.Owner != null ? this.Owner.ActorNumber : value;
+
+ this.AmOwner = PhotonNetwork.LocalPlayer != null && this.ownerActorNr == PhotonNetwork.LocalPlayer.ActorNumber;
+
+ this.UpdateCallbackLists();
+ if (!ReferenceEquals(this.OnOwnerChangeCallbacks, null))
+ {
+ for (int i = 0, cnt = this.OnOwnerChangeCallbacks.Count; i < cnt; ++i)
+ {
+ this.OnOwnerChangeCallbacks[i].OnOwnerChange(this.Owner, prevOwner);
+ }
+ }
+ }
+ }
+
+
+ [NonSerialized]
+ private int controllerActorNr;
+
+ public int ControllerActorNr
+ {
+ get { return this.controllerActorNr; }
+ set
+ {
+ Player prevController = this.Controller;
+
+ this.Controller = PhotonNetwork.CurrentRoom == null ? null : PhotonNetwork.CurrentRoom.GetPlayer(value, true);
+ if (this.Controller != null && this.Controller.IsInactive)
+ {
+ this.Controller = PhotonNetwork.MasterClient;
+ }
+ this.controllerActorNr = this.Controller != null ? this.Controller.ActorNumber : value;
+
+ this.IsMine = PhotonNetwork.LocalPlayer != null && this.controllerActorNr == PhotonNetwork.LocalPlayer.ActorNumber;
+
+ if (!ReferenceEquals(this.Controller, prevController))
+ {
+ this.UpdateCallbackLists();
+ if (!ReferenceEquals(this.OnControllerChangeCallbacks, null))
+ {
+ for (int i = 0, cnt = this.OnControllerChangeCallbacks.Count; i < cnt; ++i)
+ {
+ this.OnControllerChangeCallbacks[i].OnControllerChange(this.Controller, prevController);
+ }
+ }
+ }
+ }
+ }
+
+
+ /// This field is the Scene ViewID (0 if not used). loaded with the scene, used in Awake().
+ [SerializeField]
+ [FormerlySerializedAs("viewIdField")]
+ [HideInInspector]
+ public int sceneViewId = 0; // TODO: in best case, this is not public
+
+
+ /// This field is the "runtime" ViewID as backup for the property.
+ [NonSerialized]
+ private int viewIdField = 0;
+
+ /// <summary>
+ /// The ID of the PhotonView. Identifies it in a networked game (per room).
+ /// </summary>
+ /// <remarks>See: [Network Instantiation](@ref instantiateManual)</remarks>
+ public int ViewID
+ {
+ get
+ {
+ return this.viewIdField;
+ }
+
+ set
+ {
+ // TODO: Check if the isPlaying check is needed when the PhotonViewHandler is updated
+ if (value != 0 && this.viewIdField != 0)
+ {
+ Debug.LogWarning("Changing a ViewID while it's in use is not possible (except setting it to 0 (not being used). Current ViewID: " + this.viewIdField);
+ return;
+ }
+
+ if (value == 0 && this.viewIdField != 0)
+ {
+ PhotonNetwork.LocalCleanPhotonView(this);
+ }
+
+ this.viewIdField = value;
+ this.CreatorActorNr = value / PhotonNetwork.MAX_VIEW_IDS; // the creator can be derived from the viewId. this is also the initial owner and creator.
+ this.OwnerActorNr = this.CreatorActorNr;
+ this.ControllerActorNr = this.CreatorActorNr;
+ this.RebuildControllerCache();
+
+
+ // if the viewID is set to a new, legit value, the view should register in the list of active PVs.
+ if (value != 0)
+ {
+ PhotonNetwork.RegisterPhotonView(this);
+ }
+ }
+ }
+
+ [FormerlySerializedAs("instantiationId")]
+ public int InstantiationId; // if the view was instantiated with a GO, this GO has a instantiationID (first view's viewID)
+
+ [SerializeField]
+ [HideInInspector]
+ public bool isRuntimeInstantiated;
+
+
+ protected internal bool removedFromLocalViewList;
+
+
+ /// <summary>Will FindObservables() and assign the sceneViewId, if that is != 0. This initializes the PhotonView if loaded with the scene. Called once by Unity, when this instance is created.</summary>
+ protected internal void Awake()
+ {
+ if (this.ViewID != 0)
+ {
+ return;
+ }
+
+ if (this.sceneViewId != 0)
+ {
+ // PhotonNetwork.Instantiate will set a ViewID != 0 before the object awakes. So only objects loaded with the scene ever use the sceneViewId (even if the obj got pooled)
+ this.ViewID = this.sceneViewId;
+ }
+
+ this.FindObservables();
+ }
+
+
+ /// called by PhotonNetwork.LocalCleanupAnythingInstantiated
+ internal void ResetPhotonView(bool resetOwner)
+ {
+ //// If this was fired by this connection rejoining, reset the ownership cache to owner = creator.
+ //// TODO: This reset may not be needed at all with the ownership being invalidated next.
+ //if (resetOwner)
+ // ResetOwnership();
+
+ //this.ownershipCacheIsValid = OwnershipCacheState.Invalid;
+
+ // Reset the delta check to force a complete update of owned objects, to ensure joining connections get full updates.
+ this.lastOnSerializeDataSent = null;
+ }
+
+
+ /// called by OnJoinedRoom, OnMasterClientSwitched, OnPlayerEnteredRoom and OnEvent for OwnershipUpdate
+ /// OnPlayerLeftRoom will set a new controller directly, if the controller or owner left
+ internal void RebuildControllerCache(bool ownerHasChanged = false)
+ {
+ //var prevController = this.controller;
+
+ // objects without controller and room objects (ownerId 0) check if controller update is needed
+ if (this.controllerActorNr == 0 || this.OwnerActorNr == 0 || this.Owner == null || this.Owner.IsInactive)
+ {
+ var masterclient = PhotonNetwork.MasterClient;
+ this.ControllerActorNr = masterclient == null ? -1 : masterclient.ActorNumber;
+ }
+ else
+ {
+ this.ControllerActorNr = this.OwnerActorNr;
+ }
+ }
+
+
+ public void OnPreNetDestroy(PhotonView rootView)
+ {
+ UpdateCallbackLists();
+
+ if (!ReferenceEquals(OnPreNetDestroyCallbacks, null))
+ for (int i = 0, cnt = OnPreNetDestroyCallbacks.Count; i < cnt; ++i)
+ {
+ OnPreNetDestroyCallbacks[i].OnPreNetDestroy(rootView);
+ }
+ }
+
+ protected internal void OnDestroy()
+ {
+ if (!this.removedFromLocalViewList)
+ {
+ bool wasInList = PhotonNetwork.LocalCleanPhotonView(this);
+
+ if (wasInList && this.InstantiationId > 0 && !PhotonHandler.AppQuits && PhotonNetwork.LogLevel >= PunLogLevel.Informational)
+ {
+ Debug.Log("PUN-instantiated '" + this.gameObject.name + "' got destroyed by engine. This is OK when loading levels. Otherwise use: PhotonNetwork.Destroy().");
+ }
+ }
+ }
+
+
+ /// <summary>
+ /// Depending on the PhotonView's OwnershipTransfer setting, any client can request to become owner of the PhotonView.
+ /// </summary>
+ /// <remarks>
+ /// Requesting ownership can give you control over a PhotonView, if the OwnershipTransfer setting allows that.
+ /// The current owner might have to implement IPunCallbacks.OnOwnershipRequest to react to the ownership request.
+ ///
+ /// The owner/controller of a PhotonView is also the client which sends position updates of the GameObject.
+ /// </remarks>
+ public void RequestOwnership()
+ {
+ if (OwnershipTransfer != OwnershipOption.Fixed)
+ {
+ PhotonNetwork.RequestOwnership(this.ViewID, this.ownerActorNr);
+ }
+ else
+ {
+ if (PhotonNetwork.LogLevel >= PunLogLevel.Informational)
+ {
+ Debug.LogWarning("Attempting to RequestOwnership of GameObject '" + name + "' viewId: " + ViewID +
+ ", but PhotonView.OwnershipTransfer is set to Fixed.");
+ }
+ }
+ }
+
+ /// <summary>
+ /// Transfers the ownership of this PhotonView (and GameObject) to another player.
+ /// </summary>
+ /// <remarks>
+ /// The owner/controller of a PhotonView is also the client which sends position updates of the GameObject.
+ /// </remarks>
+ public void TransferOwnership(Player newOwner)
+ {
+ if (newOwner != null)
+ TransferOwnership(newOwner.ActorNumber);
+ else
+ {
+ if (PhotonNetwork.LogLevel >= PunLogLevel.Informational)
+ {
+ Debug.LogWarning("Attempting to TransferOwnership of GameObject '" + name + "' viewId: " + ViewID +
+ ", but provided Player newOwner is null.");
+ }
+ }
+ }
+
+ /// <summary>
+ /// Transfers the ownership of this PhotonView (and GameObject) to another player.
+ /// </summary>
+ /// <remarks>
+ /// The owner/controller of a PhotonView is also the client which sends position updates of the GameObject.
+ /// </remarks>
+ public void TransferOwnership(int newOwnerId)
+ {
+ if (OwnershipTransfer == OwnershipOption.Takeover || (OwnershipTransfer == OwnershipOption.Request && this.AmController))
+ {
+ PhotonNetwork.TransferOwnership(this.ViewID, newOwnerId);
+ }
+ else
+ {
+ if (PhotonNetwork.LogLevel >= PunLogLevel.Informational)
+ {
+ if (OwnershipTransfer == OwnershipOption.Fixed)
+ Debug.LogWarning("Attempting to TransferOwnership of GameObject '" + name + "' viewId: " + ViewID +
+ " without the authority to do so. TransferOwnership is not allowed if PhotonView.OwnershipTransfer is set to Fixed.");
+ else if (OwnershipTransfer == OwnershipOption.Request)
+ Debug.LogWarning("Attempting to TransferOwnership of GameObject '" + name + "' viewId: " + ViewID +
+ " without the authority to do so. PhotonView.OwnershipTransfer is set to Request, so only the controller of this object can TransferOwnership.");
+ }
+ }
+ }
+
+ /// <summary>
+ /// Will find IPunObservable components on this GameObject and nested children and add them to the ObservedComponents list.
+ /// </summary>
+ /// <remarks>
+ /// This is called via PhotonView.Awake(), which in turn is called immediately by the engine's AddComponent method.
+ ///
+ /// Changing the ObservedComponents of a PhotonView at runtime can be problematic, if other clients are not also
+ /// updating their list.
+ /// </remarks>
+ /// <param name="force">If true, FindObservables will work as if observableSearch is AutoFindActive.</param>
+ public void FindObservables(bool force = false)
+ {
+ if (!force && this.observableSearch == ObservableSearch.Manual)
+ {
+ return;
+ }
+
+ if (this.ObservedComponents == null)
+ {
+ this.ObservedComponents = new List<Component>();
+ }
+ else
+ {
+ this.ObservedComponents.Clear();
+ }
+
+ this.transform.GetNestedComponentsInChildren<Component, IPunObservable, PhotonView>(force || this.observableSearch == ObservableSearch.AutoFindAll, this.ObservedComponents);
+ }
+
+
+ public void SerializeView(PhotonStream stream, PhotonMessageInfo info)
+ {
+ if (this.ObservedComponents != null && this.ObservedComponents.Count > 0)
+ {
+ for (int i = 0; i < this.ObservedComponents.Count; ++i)
+ {
+ var component = this.ObservedComponents[i];
+ if (component != null)
+ SerializeComponent(this.ObservedComponents[i], stream, info);
+ }
+ }
+ }
+
+ public void DeserializeView(PhotonStream stream, PhotonMessageInfo info)
+ {
+ if (this.ObservedComponents != null && this.ObservedComponents.Count > 0)
+ {
+ for (int i = 0; i < this.ObservedComponents.Count; ++i)
+ {
+ var component = this.ObservedComponents[i];
+ if (component != null)
+ DeserializeComponent(component, stream, info);
+ }
+ }
+ }
+
+ protected internal void DeserializeComponent(Component component, PhotonStream stream, PhotonMessageInfo info)
+ {
+ IPunObservable observable = component as IPunObservable;
+ if (observable != null)
+ {
+ observable.OnPhotonSerializeView(stream, info);
+ }
+ else
+ {
+ Debug.LogError("Observed scripts have to implement IPunObservable. " + component + " does not. It is Type: " + component.GetType(), component.gameObject);
+ }
+ }
+
+ protected internal void SerializeComponent(Component component, PhotonStream stream, PhotonMessageInfo info)
+ {
+ IPunObservable observable = component as IPunObservable;
+ if (observable != null)
+ {
+ observable.OnPhotonSerializeView(stream, info);
+ }
+ else
+ {
+ Debug.LogError("Observed scripts have to implement IPunObservable. " + component + " does not. It is Type: " + component.GetType(), component.gameObject);
+ }
+ }
+
+
+ /// <summary>
+ /// Can be used to refesh the list of MonoBehaviours on this GameObject while PhotonNetwork.UseRpcMonoBehaviourCache is true.
+ /// </summary>
+ /// <remarks>
+ /// Set PhotonNetwork.UseRpcMonoBehaviourCache to true to enable the caching.
+ /// Uses this.GetComponents<MonoBehaviour>() to get a list of MonoBehaviours to call RPCs on (potentially).
+ ///
+ /// While PhotonNetwork.UseRpcMonoBehaviourCache is false, this method has no effect,
+ /// because the list is refreshed when a RPC gets called.
+ /// </remarks>
+ public void RefreshRpcMonoBehaviourCache()
+ {
+ this.RpcMonoBehaviours = this.GetComponents<MonoBehaviour>();
+ }
+
+
+ /// <summary>
+ /// Call a RPC method of this GameObject on remote clients of this room (or on all, including this client).
+ /// </summary>
+ /// <remarks>
+ /// [Remote Procedure Calls](@ref rpcManual) are an essential tool in making multiplayer games with PUN.
+ /// It enables you to make every client in a room call a specific method.
+ ///
+ /// RPC calls can target "All" or the "Others".
+ /// Usually, the target "All" gets executed locally immediately after sending the RPC.
+ /// The "*ViaServer" options send the RPC to the server and execute it on this client when it's sent back.
+ /// Of course, calls are affected by this client's lag and that of remote clients.
+ ///
+ /// Each call automatically is routed to the same PhotonView (and GameObject) that was used on the
+ /// originating client.
+ ///
+ /// See: [Remote Procedure Calls](@ref rpcManual).
+ /// </remarks>
+ /// <param name="methodName">The name of a fitting method that was has the RPC attribute.</param>
+ /// <param name="target">The group of targets and the way the RPC gets sent.</param>
+ /// <param name="parameters">The parameters that the RPC method has (must fit this call!).</param>
+ public void RPC(string methodName, RpcTarget target, params object[] parameters)
+ {
+ PhotonNetwork.RPC(this, methodName, target, false, parameters);
+ }
+
+ /// <summary>
+ /// Call a RPC method of this GameObject on remote clients of this room (or on all, including this client).
+ /// </summary>
+ /// <remarks>
+ /// [Remote Procedure Calls](@ref rpcManual) are an essential tool in making multiplayer games with PUN.
+ /// It enables you to make every client in a room call a specific method.
+ ///
+ /// RPC calls can target "All" or the "Others".
+ /// Usually, the target "All" gets executed locally immediately after sending the RPC.
+ /// The "*ViaServer" options send the RPC to the server and execute it on this client when it's sent back.
+ /// Of course, calls are affected by this client's lag and that of remote clients.
+ ///
+ /// Each call automatically is routed to the same PhotonView (and GameObject) that was used on the
+ /// originating client.
+ ///
+ /// See: [Remote Procedure Calls](@ref rpcManual).
+ /// </remarks>
+ ///<param name="methodName">The name of a fitting method that was has the RPC attribute.</param>
+ ///<param name="target">The group of targets and the way the RPC gets sent.</param>
+ ///<param name="encrypt"> </param>
+ ///<param name="parameters">The parameters that the RPC method has (must fit this call!).</param>
+ public void RpcSecure(string methodName, RpcTarget target, bool encrypt, params object[] parameters)
+ {
+ PhotonNetwork.RPC(this, methodName, target, encrypt, parameters);
+ }
+
+ /// <summary>
+ /// Call a RPC method of this GameObject on remote clients of this room (or on all, including this client).
+ /// </summary>
+ /// <remarks>
+ /// [Remote Procedure Calls](@ref rpcManual) are an essential tool in making multiplayer games with PUN.
+ /// It enables you to make every client in a room call a specific method.
+ ///
+ /// This method allows you to make an RPC calls on a specific player's client.
+ /// Of course, calls are affected by this client's lag and that of remote clients.
+ ///
+ /// Each call automatically is routed to the same PhotonView (and GameObject) that was used on the
+ /// originating client.
+ ///
+ /// See: [Remote Procedure Calls](@ref rpcManual).
+ /// </remarks>
+ /// <param name="methodName">The name of a fitting method that was has the RPC attribute.</param>
+ /// <param name="targetPlayer">The group of targets and the way the RPC gets sent.</param>
+ /// <param name="parameters">The parameters that the RPC method has (must fit this call!).</param>
+ public void RPC(string methodName, Player targetPlayer, params object[] parameters)
+ {
+ PhotonNetwork.RPC(this, methodName, targetPlayer, false, parameters);
+ }
+
+ /// <summary>
+ /// Call a RPC method of this GameObject on remote clients of this room (or on all, including this client).
+ /// </summary>
+ /// <remarks>
+ /// [Remote Procedure Calls](@ref rpcManual) are an essential tool in making multiplayer games with PUN.
+ /// It enables you to make every client in a room call a specific method.
+ ///
+ /// This method allows you to make an RPC calls on a specific player's client.
+ /// Of course, calls are affected by this client's lag and that of remote clients.
+ ///
+ /// Each call automatically is routed to the same PhotonView (and GameObject) that was used on the
+ /// originating client.
+ ///
+ /// See: [Remote Procedure Calls](@ref rpcManual).
+ /// </remarks>
+ ///<param name="methodName">The name of a fitting method that was has the RPC attribute.</param>
+ ///<param name="targetPlayer">The group of targets and the way the RPC gets sent.</param>
+ ///<param name="encrypt"> </param>
+ ///<param name="parameters">The parameters that the RPC method has (must fit this call!).</param>
+ public void RpcSecure(string methodName, Player targetPlayer, bool encrypt, params object[] parameters)
+ {
+ PhotonNetwork.RPC(this, methodName, targetPlayer, encrypt, parameters);
+ }
+
+ public static PhotonView Get(Component component)
+ {
+ return component.transform.GetParentComponent<PhotonView>();
+ }
+
+ public static PhotonView Get(GameObject gameObj)
+ {
+ return gameObj.transform.GetParentComponent<PhotonView>();
+ }
+
+ /// <summary>
+ /// Finds the PhotonView Component with a viewID in the scene
+ /// </summary>
+ /// <param name="viewID"></param>
+ /// <returns>The PhotonView with ViewID. Returns null if none found</returns>
+ public static PhotonView Find(int viewID)
+ {
+ return PhotonNetwork.GetPhotonView(viewID);
+ }
+
+
+ #region Callback Interfaces
+
+
+ private struct CallbackTargetChange
+ {
+ public IPhotonViewCallback obj;
+ public Type type;
+ public bool add;
+
+ public CallbackTargetChange(IPhotonViewCallback obj, Type type, bool add)
+ {
+ this.obj = obj;
+ this.type = type;
+ this.add = add;
+ }
+ }
+
+ private Queue<CallbackTargetChange> CallbackChangeQueue = new Queue<CallbackTargetChange>();
+
+ private List<IOnPhotonViewPreNetDestroy> OnPreNetDestroyCallbacks;
+ private List<IOnPhotonViewOwnerChange> OnOwnerChangeCallbacks;
+ private List<IOnPhotonViewControllerChange> OnControllerChangeCallbacks;
+
+ /// <summary>
+ /// Add object to all applicable callback interfaces. Object must implement at least one IOnPhotonViewCallback derived interface.
+ /// </summary>
+ /// <param name="obj">An object that implements OnPhotonView callback interface(s).</param>
+ public void AddCallbackTarget(IPhotonViewCallback obj)
+ {
+ CallbackChangeQueue.Enqueue(new CallbackTargetChange(obj, null, true));
+ }
+
+ /// <summary>
+ /// Remove object from all applicable callback interfaces. Object must implement at least one IOnPhotonViewCallback derived interface.
+ /// </summary>
+ /// <param name="obj">An object that implements OnPhotonView callback interface(s).</param>
+ public void RemoveCallbackTarget(IPhotonViewCallback obj)
+ {
+ CallbackChangeQueue.Enqueue(new CallbackTargetChange(obj, null, false));
+ }
+
+ /// <summary>
+ /// Add object to this PhotonView's callback.
+ /// T is the IOnPhotonViewCallback derived interface you want added to its associated callback list.
+ /// Supplying IOnPhotonViewCallback (the interface base class) as T will add ALL implemented IOnPhotonViewCallback Interfaces found on the object.
+ /// </summary>
+ public void AddCallback<T>(IPhotonViewCallback obj) where T : class, IPhotonViewCallback
+ {
+ CallbackChangeQueue.Enqueue(new CallbackTargetChange(obj, typeof(T), true));
+ }
+
+ /// <summary>
+ /// Remove object from this PhotonView's callback list for T.
+ /// T is the IOnPhotonViewCallback derived interface you want removed from its associated callback list.
+ /// Supplying IOnPhotonViewCallback (the interface base class) as T will remove ALL implemented IOnPhotonViewCallback Interfaces found on the object.
+ /// </summary>
+ public void RemoveCallback<T>(IPhotonViewCallback obj) where T : class, IPhotonViewCallback
+ {
+ CallbackChangeQueue.Enqueue(new CallbackTargetChange(obj, typeof(T), false));
+ }
+
+ /// <summary>
+ /// Apply any queued add/remove of interfaces from the callback lists. Typically called before looping callback lists.
+ /// </summary>
+ private void UpdateCallbackLists()
+ {
+ while (CallbackChangeQueue.Count > 0)
+ {
+ var item = CallbackChangeQueue.Dequeue();
+ var obj = item.obj;
+ var type = item.type;
+ var add = item.add;
+
+ if (type == null)
+ {
+ TryRegisterCallback(obj, ref OnPreNetDestroyCallbacks, add);
+ TryRegisterCallback(obj, ref OnOwnerChangeCallbacks, add);
+ TryRegisterCallback(obj, ref OnControllerChangeCallbacks, add);
+ }
+ else if (type == typeof(IOnPhotonViewPreNetDestroy))
+ RegisterCallback(obj as IOnPhotonViewPreNetDestroy, ref OnPreNetDestroyCallbacks, add);
+
+ else if (type == typeof(IOnPhotonViewOwnerChange))
+ RegisterCallback(obj as IOnPhotonViewOwnerChange, ref OnOwnerChangeCallbacks, add);
+
+ else if (type == typeof(IOnPhotonViewControllerChange))
+ RegisterCallback(obj as IOnPhotonViewControllerChange, ref OnControllerChangeCallbacks, add);
+ }
+ }
+
+ private void TryRegisterCallback<T>(IPhotonViewCallback obj, ref List<T> list, bool add) where T : class, IPhotonViewCallback
+ {
+ T iobj = obj as T;
+ if (iobj != null)
+ {
+ RegisterCallback(iobj, ref list, add);
+ }
+ }
+
+ private void RegisterCallback<T>(T obj, ref List<T> list, bool add) where T : class, IPhotonViewCallback
+ {
+ if (ReferenceEquals(list, null))
+ list = new List<T>();
+
+ if (add)
+ {
+ if (!list.Contains(obj))
+ list.Add(obj);
+ }
+ else
+ {
+ if (list.Contains(obj))
+ list.Remove(obj);
+ }
+ }
+
+
+ #endregion Callback Interfaces
+
+
+ public override string ToString()
+ {
+ return string.Format("View {0}{3} on {1} {2}", this.ViewID, (this.gameObject != null) ? this.gameObject.name : "GO==null", (this.IsRoomView) ? "(scene)" : string.Empty, this.Prefix > 0 ? "lvl" + this.Prefix : "");
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonView.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonView.cs.meta
new file mode 100644
index 0000000..7d5ee1b
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonView.cs.meta
@@ -0,0 +1,16 @@
+fileFormatVersion: 2
+guid: aa584fbee541324448dd18d8409c7a41
+labels:
+- ExitGames
+- PUN
+- Photon
+- Networking
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: -16000
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PunClasses.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PunClasses.cs
new file mode 100644
index 0000000..5fb7459
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PunClasses.cs
@@ -0,0 +1,974 @@
+// ----------------------------------------------------------------------------
+// <copyright file="PunClasses.cs" company="Exit Games GmbH">
+// PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH
+// </copyright>
+// <summary>
+// Wraps up smaller classes that don't need their own file.
+// </summary>
+// <author>developer@exitgames.com</author>
+// ----------------------------------------------------------------------------
+
+
+#pragma warning disable 1587
+/// \defgroup publicApi Public API
+/// \brief Groups the most important classes that you need to understand early on.
+///
+/// \defgroup optionalGui Optional Gui Elements
+/// \brief Useful GUI elements for PUN.
+///
+/// \defgroup callbacks Callbacks
+/// \brief Callback Interfaces
+#pragma warning restore 1587
+
+
+namespace Photon.Pun
+{
+ using System;
+ using System.Collections.Generic;
+ using System.Reflection;
+ using ExitGames.Client.Photon;
+ using UnityEngine;
+ using UnityEngine.SceneManagement;
+ using Photon.Realtime;
+ using SupportClassPun = ExitGames.Client.Photon.SupportClass;
+
+
+ /// <summary>Replacement for RPC attribute with different name. Used to flag methods as remote-callable.</summary>
+ public class PunRPC : Attribute
+ {
+ }
+
+ /// <summary>
+ /// This class adds the property photonView, while logging a warning when your game still uses the networkView.
+ /// </summary>
+ public class MonoBehaviourPun : MonoBehaviour
+ {
+ /// <summary>Cache field for the PhotonView on this GameObject.</summary>
+ private PhotonView pvCache;
+
+ /// <summary>A cached reference to a PhotonView on this GameObject.</summary>
+ /// <remarks>
+ /// If you intend to work with a PhotonView in a script, it's usually easier to write this.photonView.
+ ///
+ /// If you intend to remove the PhotonView component from the GameObject but keep this Photon.MonoBehaviour,
+ /// avoid this reference or modify this code to use PhotonView.Get(obj) instead.
+ /// </remarks>
+ public PhotonView photonView
+ {
+ get
+ {
+ #if UNITY_EDITOR
+ // In the editor we want to avoid caching this at design time, so changes in PV structure appear immediately.
+ if (!Application.isPlaying || this.pvCache == null)
+ {
+ this.pvCache = PhotonView.Get(this);
+ }
+ #else
+ if (this.pvCache == null)
+ {
+ this.pvCache = PhotonView.Get(this);
+ }
+ #endif
+ return this.pvCache;
+ }
+ }
+
+ //#if UNITY_EDITOR
+ //protected virtual void Reset()
+ //{
+ // this.pvCache = this.transform.GetParentComponent<PhotonView>();
+
+ // if (this.pvCache == null)
+ // {
+ // Debug.LogWarning(this.GetType().Name + " requires a PhotonView. No PhotonView was found, so one is being added to GameObject '" + this.transform.root.name + "'");
+ // this.pvCache = this.transform.root.gameObject.AddComponent<PhotonView>();
+ // }
+ //}
+ //#endif
+ }
+
+
+ /// <summary>
+ /// This class provides a .photonView and all callbacks/events that PUN can call. Override the events/methods you want to use.
+ /// </summary>
+ /// <remarks>
+ /// By extending this class, you can implement individual methods as override.
+ ///
+ /// Do not add <b>new</b> <code>MonoBehaviour.OnEnable</code> or <code>MonoBehaviour.OnDisable</code>
+ /// Instead, you should override those and call <code>base.OnEnable</code> and <code>base.OnDisable</code>.
+ ///
+ /// Visual Studio and MonoDevelop should provide the list of methods when you begin typing "override".
+ /// <b>Your implementation does not have to call "base.method()".</b>
+ ///
+ /// This class implements all callback interfaces and extends <see cref="Photon.Pun.MonoBehaviourPun"/>.
+ /// </remarks>
+ /// \ingroup callbacks
+ // the documentation for the interface methods becomes inherited when Doxygen builds it.
+ public class MonoBehaviourPunCallbacks : MonoBehaviourPun, IConnectionCallbacks , IMatchmakingCallbacks , IInRoomCallbacks, ILobbyCallbacks, IWebRpcCallback, IErrorInfoCallback
+ {
+ public virtual void OnEnable()
+ {
+ PhotonNetwork.AddCallbackTarget(this);
+ }
+
+ public virtual void OnDisable()
+ {
+ PhotonNetwork.RemoveCallbackTarget(this);
+ }
+
+ /// <summary>
+ /// Called to signal that the raw connection got established but before the client can call operation on the server.
+ /// </summary>
+ /// <remarks>
+ /// After the (low level transport) connection is established, the client will automatically send
+ /// the Authentication operation, which needs to get a response before the client can call other operations.
+ ///
+ /// Your logic should wait for either: OnRegionListReceived or OnConnectedToMaster.
+ ///
+ /// This callback is useful to detect if the server can be reached at all (technically).
+ /// Most often, it's enough to implement OnDisconnected().
+ ///
+ /// This is not called for transitions from the masterserver to game servers.
+ /// </remarks>
+ public virtual void OnConnected()
+ {
+ }
+
+ /// <summary>
+ /// Called when the local user/client left a room, so the game's logic can clean up it's internal state.
+ /// </summary>
+ /// <remarks>
+ /// When leaving a room, the LoadBalancingClient will disconnect the Game Server and connect to the Master Server.
+ /// This wraps up multiple internal actions.
+ ///
+ /// Wait for the callback OnConnectedToMaster, before you use lobbies and join or create rooms.
+ /// </remarks>
+ public virtual void OnLeftRoom()
+ {
+ }
+
+ /// <summary>
+ /// Called after switching to a new MasterClient when the current one leaves.
+ /// </summary>
+ /// <remarks>
+ /// This is not called when this client enters a room.
+ /// The former MasterClient is still in the player list when this method get called.
+ /// </remarks>
+ public virtual void OnMasterClientSwitched(Player newMasterClient)
+ {
+ }
+
+ /// <summary>
+ /// Called when the server couldn't create a room (OpCreateRoom failed).
+ /// </summary>
+ /// <remarks>
+ /// The most common cause to fail creating a room, is when a title relies on fixed room-names and the room already exists.
+ /// </remarks>
+ /// <param name="returnCode">Operation ReturnCode from the server.</param>
+ /// <param name="message">Debug message for the error.</param>
+ public virtual void OnCreateRoomFailed(short returnCode, string message)
+ {
+ }
+
+ /// <summary>
+ /// Called when a previous OpJoinRoom call failed on the server.
+ /// </summary>
+ /// <remarks>
+ /// The most common causes are that a room is full or does not exist (due to someone else being faster or closing the room).
+ /// </remarks>
+ /// <param name="returnCode">Operation ReturnCode from the server.</param>
+ /// <param name="message">Debug message for the error.</param>
+ public virtual void OnJoinRoomFailed(short returnCode, string message)
+ {
+ }
+
+ /// <summary>
+ /// Called when this client created a room and entered it. OnJoinedRoom() will be called as well.
+ /// </summary>
+ /// <remarks>
+ /// This callback is only called on the client which created a room (see OpCreateRoom).
+ ///
+ /// As any client might close (or drop connection) anytime, there is a chance that the
+ /// creator of a room does not execute OnCreatedRoom.
+ ///
+ /// If you need specific room properties or a "start signal", implement OnMasterClientSwitched()
+ /// and make each new MasterClient check the room's state.
+ /// </remarks>
+ public virtual void OnCreatedRoom()
+ {
+ }
+
+ /// <summary>
+ /// Called on entering a lobby on the Master Server. The actual room-list updates will call OnRoomListUpdate.
+ /// </summary>
+ /// <remarks>
+ /// While in the lobby, the roomlist is automatically updated in fixed intervals (which you can't modify in the public cloud).
+ /// The room list gets available via OnRoomListUpdate.
+ /// </remarks>
+ public virtual void OnJoinedLobby()
+ {
+ }
+
+ /// <summary>
+ /// Called after leaving a lobby.
+ /// </summary>
+ /// <remarks>
+ /// When you leave a lobby, [OpCreateRoom](@ref OpCreateRoom) and [OpJoinRandomRoom](@ref OpJoinRandomRoom)
+ /// automatically refer to the default lobby.
+ /// </remarks>
+ public virtual void OnLeftLobby()
+ {
+ }
+
+ /// <summary>
+ /// Called after disconnecting from the Photon server. It could be a failure or intentional
+ /// </summary>
+ /// <remarks>
+ /// The reason for this disconnect is provided as DisconnectCause.
+ /// </remarks>
+ public virtual void OnDisconnected(DisconnectCause cause)
+ {
+ }
+
+ /// <summary>
+ /// Called when the Name Server provided a list of regions for your title.
+ /// </summary>
+ /// <remarks>Check the RegionHandler class description, to make use of the provided values.</remarks>
+ /// <param name="regionHandler">The currently used RegionHandler.</param>
+ public virtual void OnRegionListReceived(RegionHandler regionHandler)
+ {
+ }
+
+ /// <summary>
+ /// Called for any update of the room-listing while in a lobby (InLobby) on the Master Server.
+ /// </summary>
+ /// <remarks>
+ /// Each item is a RoomInfo which might include custom properties (provided you defined those as lobby-listed when creating a room).
+ /// Not all types of lobbies provide a listing of rooms to the client. Some are silent and specialized for server-side matchmaking.
+ /// </remarks>
+ public virtual void OnRoomListUpdate(List<RoomInfo> roomList)
+ {
+ }
+
+ /// <summary>
+ /// Called when the LoadBalancingClient entered a room, no matter if this client created it or simply joined.
+ /// </summary>
+ /// <remarks>
+ /// When this is called, you can access the existing players in Room.Players, their custom properties and Room.CustomProperties.
+ ///
+ /// In this callback, you could create player objects. For example in Unity, instantiate a prefab for the player.
+ ///
+ /// If you want a match to be started "actively", enable the user to signal "ready" (using OpRaiseEvent or a Custom Property).
+ /// </remarks>
+ public virtual void OnJoinedRoom()
+ {
+ }
+
+ /// <summary>
+ /// Called when a remote player entered the room. This Player is already added to the playerlist.
+ /// </summary>
+ /// <remarks>
+ /// If your game starts with a certain number of players, this callback can be useful to check the
+ /// Room.playerCount and find out if you can start.
+ /// </remarks>
+ public virtual void OnPlayerEnteredRoom(Player newPlayer)
+ {
+ }
+
+ /// <summary>
+ /// Called when a remote player left the room or became inactive. Check otherPlayer.IsInactive.
+ /// </summary>
+ /// <remarks>
+ /// If another player leaves the room or if the server detects a lost connection, this callback will
+ /// be used to notify your game logic.
+ ///
+ /// Depending on the room's setup, players may become inactive, which means they may return and retake
+ /// their spot in the room. In such cases, the Player stays in the Room.Players dictionary.
+ ///
+ /// If the player is not just inactive, it gets removed from the Room.Players dictionary, before
+ /// the callback is called.
+ /// </remarks>
+ public virtual void OnPlayerLeftRoom(Player otherPlayer)
+ {
+ }
+
+ /// <summary>
+ /// Called when a previous OpJoinRandom call failed on the server.
+ /// </summary>
+ /// <remarks>
+ /// The most common causes are that a room is full or does not exist (due to someone else being faster or closing the room).
+ ///
+ /// When using multiple lobbies (via OpJoinLobby or a TypedLobby parameter), another lobby might have more/fitting rooms.<br/>
+ /// </remarks>
+ /// <param name="returnCode">Operation ReturnCode from the server.</param>
+ /// <param name="message">Debug message for the error.</param>
+ public virtual void OnJoinRandomFailed(short returnCode, string message)
+ {
+ }
+
+ /// <summary>
+ /// Called when the client is connected to the Master Server and ready for matchmaking and other tasks.
+ /// </summary>
+ /// <remarks>
+ /// The list of available rooms won't become available unless you join a lobby via LoadBalancingClient.OpJoinLobby.
+ /// You can join rooms and create them even without being in a lobby. The default lobby is used in that case.
+ /// </remarks>
+ public virtual void OnConnectedToMaster()
+ {
+ }
+
+ /// <summary>
+ /// Called when a room's custom properties changed. The propertiesThatChanged contains all that was set via Room.SetCustomProperties.
+ /// </summary>
+ /// <remarks>
+ /// Since v1.25 this method has one parameter: Hashtable propertiesThatChanged.<br/>
+ /// Changing properties must be done by Room.SetCustomProperties, which causes this callback locally, too.
+ /// </remarks>
+ /// <param name="propertiesThatChanged"></param>
+ public virtual void OnRoomPropertiesUpdate(Hashtable propertiesThatChanged)
+ {
+ }
+
+ /// <summary>
+ /// Called when custom player-properties are changed. Player and the changed properties are passed as object[].
+ /// </summary>
+ /// <remarks>
+ /// Changing properties must be done by Player.SetCustomProperties, which causes this callback locally, too.
+ /// </remarks>
+ ///
+ /// <param name="targetPlayer">Contains Player that changed.</param>
+ /// <param name="changedProps">Contains the properties that changed.</param>
+ public virtual void OnPlayerPropertiesUpdate(Player targetPlayer, Hashtable changedProps)
+ {
+ }
+
+ /// <summary>
+ /// Called when the server sent the response to a FindFriends request.
+ /// </summary>
+ /// <remarks>
+ /// After calling OpFindFriends, the Master Server will cache the friend list and send updates to the friend
+ /// list. The friends includes the name, userId, online state and the room (if any) for each requested user/friend.
+ ///
+ /// Use the friendList to update your UI and store it, if the UI should highlight changes.
+ /// </remarks>
+ public virtual void OnFriendListUpdate(List<FriendInfo> friendList)
+ {
+ }
+
+ /// <summary>
+ /// Called when your Custom Authentication service responds with additional data.
+ /// </summary>
+ /// <remarks>
+ /// Custom Authentication services can include some custom data in their response.
+ /// When present, that data is made available in this callback as Dictionary.
+ /// While the keys of your data have to be strings, the values can be either string or a number (in Json).
+ /// You need to make extra sure, that the value type is the one you expect. Numbers become (currently) int64.
+ ///
+ /// Example: void OnCustomAuthenticationResponse(Dictionary&lt;string, object&gt; data) { ... }
+ /// </remarks>
+ /// <see cref="https://doc.photonengine.com/en-us/realtime/current/reference/custom-authentication"/>
+ public virtual void OnCustomAuthenticationResponse(Dictionary<string, object> data)
+ {
+ }
+
+ /// <summary>
+ /// Called when the custom authentication failed. Followed by disconnect!
+ /// </summary>
+ /// <remarks>
+ /// Custom Authentication can fail due to user-input, bad tokens/secrets.
+ /// If authentication is successful, this method is not called. Implement OnJoinedLobby() or OnConnectedToMaster() (as usual).
+ ///
+ /// During development of a game, it might also fail due to wrong configuration on the server side.
+ /// In those cases, logging the debugMessage is very important.
+ ///
+ /// Unless you setup a custom authentication service for your app (in the [Dashboard](https://dashboard.photonengine.com)),
+ /// this won't be called!
+ /// </remarks>
+ /// <param name="debugMessage">Contains a debug message why authentication failed. This has to be fixed during development.</param>
+ public virtual void OnCustomAuthenticationFailed (string debugMessage)
+ {
+ }
+
+ //TODO: Check if this needs to be implemented
+ // in: IOptionalInfoCallbacks
+ public virtual void OnWebRpcResponse(OperationResponse response)
+ {
+ }
+
+ //TODO: Check if this needs to be implemented
+ // in: IOptionalInfoCallbacks
+ public virtual void OnLobbyStatisticsUpdate(List<TypedLobbyInfo> lobbyStatistics)
+ {
+ }
+
+ /// <summary>
+ /// Called when the client receives an event from the server indicating that an error happened there.
+ /// </summary>
+ /// <remarks>
+ /// In most cases this could be either:
+ /// 1. an error from webhooks plugin (if HasErrorInfo is enabled), read more here:
+ /// https://doc.photonengine.com/en-us/realtime/current/gameplay/web-extensions/webhooks#options
+ /// 2. an error sent from a custom server plugin via PluginHost.BroadcastErrorInfoEvent, see example here:
+ /// https://doc.photonengine.com/en-us/server/current/plugins/manual#handling_http_response
+ /// 3. an error sent from the server, for example, when the limit of cached events has been exceeded in the room
+ /// (all clients will be disconnected and the room will be closed in this case)
+ /// read more here: https://doc.photonengine.com/en-us/realtime/current/gameplay/cached-events#special_considerations
+ /// </remarks>
+ /// <param name="errorInfo">object containing information about the error</param>
+ public virtual void OnErrorInfo(ErrorInfo errorInfo)
+ {
+ }
+ }
+
+
+ /// <summary>
+ /// Container class for info about a particular message, RPC or update.
+ /// </summary>
+ /// \ingroup publicApi
+ public struct PhotonMessageInfo
+ {
+ private readonly int timeInt;
+ /// <summary>The sender of a message / event. May be null.</summary>
+ public readonly Player Sender;
+ public readonly PhotonView photonView;
+
+ public PhotonMessageInfo(Player player, int timestamp, PhotonView view)
+ {
+ this.Sender = player;
+ this.timeInt = timestamp;
+ this.photonView = view;
+ }
+
+ [Obsolete("Use SentServerTime instead.")]
+ public double timestamp
+ {
+ get
+ {
+ uint u = (uint) this.timeInt;
+ double t = u;
+ return t / 1000.0d;
+ }
+ }
+
+ public double SentServerTime
+ {
+ get
+ {
+ uint u = (uint)this.timeInt;
+ double t = u;
+ return t / 1000.0d;
+ }
+ }
+
+ public int SentServerTimestamp
+ {
+ get { return this.timeInt; }
+ }
+
+ public override string ToString()
+ {
+ return string.Format("[PhotonMessageInfo: Sender='{1}' Senttime={0}]", this.SentServerTime, this.Sender);
+ }
+ }
+
+
+
+ /// <summary>Defines Photon event-codes as used by PUN.</summary>
+ internal class PunEvent
+ {
+ public const byte RPC = 200;
+ public const byte SendSerialize = 201;
+ public const byte Instantiation = 202;
+ public const byte CloseConnection = 203;
+ public const byte Destroy = 204;
+ public const byte RemoveCachedRPCs = 205;
+ public const byte SendSerializeReliable = 206; // TS: added this but it's not really needed anymore
+ public const byte DestroyPlayer = 207; // TS: added to make others remove all GOs of a player
+ public const byte OwnershipRequest = 209;
+ public const byte OwnershipTransfer = 210;
+ public const byte VacantViewIds = 211;
+ public const byte OwnershipUpdate = 212;
+ }
+
+
+ /// <summary>
+ /// This container is used in OnPhotonSerializeView() to either provide incoming data of a PhotonView or for you to provide it.
+ /// </summary>
+ /// <remarks>
+ /// The IsWriting property will be true if this client is the "owner" of the PhotonView (and thus the GameObject).
+ /// Add data to the stream and it's sent via the server to the other players in a room.
+ /// On the receiving side, IsWriting is false and the data should be read.
+ ///
+ /// Send as few data as possible to keep connection quality up. An empty PhotonStream will not be sent.
+ ///
+ /// Use either Serialize() for reading and writing or SendNext() and ReceiveNext(). The latter two are just explicit read and
+ /// write methods but do about the same work as Serialize(). It's a matter of preference which methods you use.
+ /// </remarks>
+ /// \ingroup publicApi
+ public class PhotonStream
+ {
+ private List<object> writeData;
+ private object[] readData;
+ private int currentItem; //Used to track the next item to receive.
+
+ /// <summary>If true, this client should add data to the stream to send it.</summary>
+ public bool IsWriting { get; private set; }
+
+ /// <summary>If true, this client should read data send by another client.</summary>
+ public bool IsReading
+ {
+ get { return !this.IsWriting; }
+ }
+
+ /// <summary>Count of items in the stream.</summary>
+ public int Count
+ {
+ get { return this.IsWriting ? this.writeData.Count : this.readData.Length; }
+ }
+
+ /// <summary>
+ /// Creates a stream and initializes it. Used by PUN internally.
+ /// </summary>
+ public PhotonStream(bool write, object[] incomingData)
+ {
+ this.IsWriting = write;
+
+ if (!write && incomingData != null)
+ {
+ this.readData = incomingData;
+ }
+ }
+
+ public void SetReadStream(object[] incomingData, int pos = 0)
+ {
+ this.readData = incomingData;
+ this.currentItem = pos;
+ this.IsWriting = false;
+ }
+
+ internal void SetWriteStream(List<object> newWriteData, int pos = 0)
+ {
+ if (pos != newWriteData.Count)
+ {
+ throw new Exception("SetWriteStream failed, because count does not match position value. pos: "+ pos + " newWriteData.Count:" + newWriteData.Count);
+ }
+ this.writeData = newWriteData;
+ this.currentItem = pos;
+ this.IsWriting = true;
+ }
+
+ internal List<object> GetWriteStream()
+ {
+ return this.writeData;
+ }
+
+
+ [Obsolete("Either SET the writeData with an empty List or use Clear().")]
+ internal void ResetWriteStream()
+ {
+ this.writeData.Clear();
+ }
+
+ /// <summary>Read next piece of data from the stream when IsReading is true.</summary>
+ public object ReceiveNext()
+ {
+ if (this.IsWriting)
+ {
+ Debug.LogError("Error: you cannot read this stream that you are writing!");
+ return null;
+ }
+
+ object obj = this.readData[this.currentItem];
+ this.currentItem++;
+ return obj;
+ }
+
+ /// <summary>Read next piece of data from the stream without advancing the "current" item.</summary>
+ public object PeekNext()
+ {
+ if (this.IsWriting)
+ {
+ Debug.LogError("Error: you cannot read this stream that you are writing!");
+ return null;
+ }
+
+ object obj = this.readData[this.currentItem];
+ //this.currentItem++;
+ return obj;
+ }
+
+ /// <summary>Add another piece of data to send it when IsWriting is true.</summary>
+ public void SendNext(object obj)
+ {
+ if (!this.IsWriting)
+ {
+ Debug.LogError("Error: you cannot write/send to this stream that you are reading!");
+ return;
+ }
+
+ this.writeData.Add(obj);
+ }
+
+ [Obsolete("writeData is a list now. Use and re-use it directly.")]
+ public bool CopyToListAndClear(List<object> target)
+ {
+ if (!this.IsWriting) return false;
+
+ target.AddRange(this.writeData);
+ this.writeData.Clear();
+
+ return true;
+ }
+
+ /// <summary>Turns the stream into a new object[].</summary>
+ public object[] ToArray()
+ {
+ return this.IsWriting ? this.writeData.ToArray() : this.readData;
+ }
+
+ /// <summary>
+ /// Will read or write the value, depending on the stream's IsWriting value.
+ /// </summary>
+ public void Serialize(ref bool myBool)
+ {
+ if (this.IsWriting)
+ {
+ this.writeData.Add(myBool);
+ }
+ else
+ {
+ if (this.readData.Length > this.currentItem)
+ {
+ myBool = (bool) this.readData[this.currentItem];
+ this.currentItem++;
+ }
+ }
+ }
+
+ /// <summary>
+ /// Will read or write the value, depending on the stream's IsWriting value.
+ /// </summary>
+ public void Serialize(ref int myInt)
+ {
+ if (this.IsWriting)
+ {
+ this.writeData.Add(myInt);
+ }
+ else
+ {
+ if (this.readData.Length > this.currentItem)
+ {
+ myInt = (int) this.readData[this.currentItem];
+ this.currentItem++;
+ }
+ }
+ }
+
+ /// <summary>
+ /// Will read or write the value, depending on the stream's IsWriting value.
+ /// </summary>
+ public void Serialize(ref string value)
+ {
+ if (this.IsWriting)
+ {
+ this.writeData.Add(value);
+ }
+ else
+ {
+ if (this.readData.Length > this.currentItem)
+ {
+ value = (string) this.readData[this.currentItem];
+ this.currentItem++;
+ }
+ }
+ }
+
+ /// <summary>
+ /// Will read or write the value, depending on the stream's IsWriting value.
+ /// </summary>
+ public void Serialize(ref char value)
+ {
+ if (this.IsWriting)
+ {
+ this.writeData.Add(value);
+ }
+ else
+ {
+ if (this.readData.Length > this.currentItem)
+ {
+ value = (char) this.readData[this.currentItem];
+ this.currentItem++;
+ }
+ }
+ }
+
+ /// <summary>
+ /// Will read or write the value, depending on the stream's IsWriting value.
+ /// </summary>
+ public void Serialize(ref short value)
+ {
+ if (this.IsWriting)
+ {
+ this.writeData.Add(value);
+ }
+ else
+ {
+ if (this.readData.Length > this.currentItem)
+ {
+ value = (short) this.readData[this.currentItem];
+ this.currentItem++;
+ }
+ }
+ }
+
+ /// <summary>
+ /// Will read or write the value, depending on the stream's IsWriting value.
+ /// </summary>
+ public void Serialize(ref float obj)
+ {
+ if (this.IsWriting)
+ {
+ this.writeData.Add(obj);
+ }
+ else
+ {
+ if (this.readData.Length > this.currentItem)
+ {
+ obj = (float) this.readData[this.currentItem];
+ this.currentItem++;
+ }
+ }
+ }
+
+ /// <summary>
+ /// Will read or write the value, depending on the stream's IsWriting value.
+ /// </summary>
+ public void Serialize(ref Player obj)
+ {
+ if (this.IsWriting)
+ {
+ this.writeData.Add(obj);
+ }
+ else
+ {
+ if (this.readData.Length > this.currentItem)
+ {
+ obj = (Player) this.readData[this.currentItem];
+ this.currentItem++;
+ }
+ }
+ }
+
+ /// <summary>
+ /// Will read or write the value, depending on the stream's IsWriting value.
+ /// </summary>
+ public void Serialize(ref Vector3 obj)
+ {
+ if (this.IsWriting)
+ {
+ this.writeData.Add(obj);
+ }
+ else
+ {
+ if (this.readData.Length > this.currentItem)
+ {
+ obj = (Vector3) this.readData[this.currentItem];
+ this.currentItem++;
+ }
+ }
+ }
+
+ /// <summary>
+ /// Will read or write the value, depending on the stream's IsWriting value.
+ /// </summary>
+ public void Serialize(ref Vector2 obj)
+ {
+ if (this.IsWriting)
+ {
+ this.writeData.Add(obj);
+ }
+ else
+ {
+ if (this.readData.Length > this.currentItem)
+ {
+ obj = (Vector2) this.readData[this.currentItem];
+ this.currentItem++;
+ }
+ }
+ }
+
+ /// <summary>
+ /// Will read or write the value, depending on the stream's IsWriting value.
+ /// </summary>
+ public void Serialize(ref Quaternion obj)
+ {
+ if (this.IsWriting)
+ {
+ this.writeData.Add(obj);
+ }
+ else
+ {
+ if (this.readData.Length > this.currentItem)
+ {
+ obj = (Quaternion) this.readData[this.currentItem];
+ this.currentItem++;
+ }
+ }
+ }
+ }
+
+
+ public class SceneManagerHelper
+ {
+ public static string ActiveSceneName
+ {
+ get
+ {
+ Scene s = SceneManager.GetActiveScene();
+ return s.name;
+ }
+ }
+
+ public static int ActiveSceneBuildIndex
+ {
+ get { return SceneManager.GetActiveScene().buildIndex; }
+ }
+
+
+ #if UNITY_EDITOR
+ /// <summary>In Editor, we can access the active scene's name.</summary>
+ public static string EditorActiveSceneName
+ {
+ get { return SceneManager.GetActiveScene().name; }
+ }
+ #endif
+ }
+
+
+ /// <summary>
+ /// The default implementation of a PrefabPool for PUN, which actually Instantiates and Destroys GameObjects but pools a resource.
+ /// </summary>
+ /// <remarks>
+ /// This pool is not actually storing GameObjects for later reuse. Instead, it's destroying used GameObjects.
+ /// However, prefabs will be loaded from a Resources folder and cached, which speeds up Instantiation a bit.
+ ///
+ /// The ResourceCache is public, so it can be filled without relying on the Resources folders.
+ /// </remarks>
+ public class DefaultPool : IPunPrefabPool
+ {
+ /// <summary>Contains a GameObject per prefabId, to speed up instantiation.</summary>
+ public readonly Dictionary<string, GameObject> ResourceCache = new Dictionary<string, GameObject>();
+
+ /// <summary>Returns an inactive instance of a networked GameObject, to be used by PUN.</summary>
+ /// <param name="prefabId">String identifier for the networked object.</param>
+ /// <param name="position">Location of the new object.</param>
+ /// <param name="rotation">Rotation of the new object.</param>
+ /// <returns></returns>
+ public GameObject Instantiate(string prefabId, Vector3 position, Quaternion rotation)
+ {
+ GameObject res = null;
+ bool cached = this.ResourceCache.TryGetValue(prefabId, out res);
+ if (!cached)
+ {
+ res = Resources.Load<GameObject>(prefabId);
+ if (res == null)
+ {
+ Debug.LogError("DefaultPool failed to load \"" + prefabId + "\". Make sure it's in a \"Resources\" folder. Or use a custom IPunPrefabPool.");
+ }
+ else
+ {
+ this.ResourceCache.Add(prefabId, res);
+ }
+ }
+
+ bool wasActive = res.activeSelf;
+ if (wasActive) res.SetActive(false);
+
+ GameObject instance =GameObject.Instantiate(res, position, rotation) as GameObject;
+
+ if (wasActive) res.SetActive(true);
+ return instance;
+ }
+
+ /// <summary>Simply destroys a GameObject.</summary>
+ /// <param name="gameObject">The GameObject to get rid of.</param>
+ public void Destroy(GameObject gameObject)
+ {
+ GameObject.Destroy(gameObject);
+ }
+ }
+
+
+ /// <summary>Small number of extension methods that make it easier for PUN to work cross-Unity-versions.</summary>
+ public static class PunExtensions
+ {
+ public static Dictionary<MethodInfo, ParameterInfo[]> ParametersOfMethods = new Dictionary<MethodInfo, ParameterInfo[]>();
+
+ public static ParameterInfo[] GetCachedParemeters(this MethodInfo mo)
+ {
+ ParameterInfo[] result;
+ bool cached = ParametersOfMethods.TryGetValue(mo, out result);
+
+ if (!cached)
+ {
+ result = mo.GetParameters();
+ ParametersOfMethods[mo] = result;
+ }
+
+ return result;
+ }
+
+ public static PhotonView[] GetPhotonViewsInChildren(this UnityEngine.GameObject go)
+ {
+ return go.GetComponentsInChildren<PhotonView>(true) as PhotonView[];
+ }
+
+ public static PhotonView GetPhotonView(this UnityEngine.GameObject go)
+ {
+ return go.GetComponent<PhotonView>() as PhotonView;
+ }
+
+ /// <summary>compares the squared magnitude of target - second to given float value</summary>
+ public static bool AlmostEquals(this Vector3 target, Vector3 second, float sqrMagnitudePrecision)
+ {
+ return (target - second).sqrMagnitude < sqrMagnitudePrecision; // TODO: inline vector methods to optimize?
+ }
+
+ /// <summary>compares the squared magnitude of target - second to given float value</summary>
+ public static bool AlmostEquals(this Vector2 target, Vector2 second, float sqrMagnitudePrecision)
+ {
+ return (target - second).sqrMagnitude < sqrMagnitudePrecision; // TODO: inline vector methods to optimize?
+ }
+
+ /// <summary>compares the angle between target and second to given float value</summary>
+ public static bool AlmostEquals(this Quaternion target, Quaternion second, float maxAngle)
+ {
+ return Quaternion.Angle(target, second) < maxAngle;
+ }
+
+ /// <summary>compares two floats and returns true of their difference is less than floatDiff</summary>
+ public static bool AlmostEquals(this float target, float second, float floatDiff)
+ {
+ return Mathf.Abs(target - second) < floatDiff;
+ }
+
+
+ public static bool CheckIsAssignableFrom(this Type to, Type from)
+ {
+ #if !NETFX_CORE
+ return to.IsAssignableFrom(from);
+ #else
+ return to.GetTypeInfo().IsAssignableFrom(from.GetTypeInfo());
+ #endif
+ }
+
+ public static bool CheckIsInterface(this Type to)
+ {
+ #if !NETFX_CORE
+ return to.IsInterface;
+ #else
+ return to.GetTypeInfo().IsInterface;
+ #endif
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PunClasses.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PunClasses.cs.meta
new file mode 100644
index 0000000..94dc773
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PunClasses.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: f40f16a0227e5c14293e269c875c0f9b
+labels:
+- ExitGames
+- PUN
+- Photon
+- Networking
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/ServerSettings.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/ServerSettings.cs
new file mode 100644
index 0000000..021c85a
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/ServerSettings.cs
@@ -0,0 +1,100 @@
+// ----------------------------------------------------------------------------
+// <copyright file="ServerSettings.cs" company="Exit Games GmbH">
+// PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH
+// </copyright>
+// <summary>
+// ScriptableObject defining a server setup. An instance is created as <b>PhotonServerSettings</b>.
+// </summary>
+// <author>developer@exitgames.com</author>
+// ----------------------------------------------------------------------------
+
+
+namespace Photon.Pun
+{
+ using System;
+ using System.Collections.Generic;
+ using ExitGames.Client.Photon;
+ using Photon.Realtime;
+ using UnityEngine;
+
+ /// <summary>
+ /// Collection of connection-relevant settings, used internally by PhotonNetwork.ConnectUsingSettings.
+ /// </summary>
+ /// <remarks>
+ /// Includes the AppSettings class from the Realtime APIs plus some other, PUN-relevant, settings.</remarks>
+ [Serializable]
+ [HelpURL("https://doc.photonengine.com/en-us/pun/v2/getting-started/initial-setup")]
+ public class ServerSettings : ScriptableObject
+ {
+ [Tooltip("Core Photon Server/Cloud settings.")]
+ public AppSettings AppSettings;
+
+ /// <summary>Region that will be used by the Editor and Development Builds. This ensures all users will be in the same region for testing.</summary>
+ [Tooltip("Developer build override for Best Region.")]
+ public string DevRegion;
+
+ [Tooltip("Log output by PUN.")]
+ public PunLogLevel PunLogging = PunLogLevel.ErrorsOnly;
+
+ [Tooltip("Logs additional info for debugging.")]
+ public bool EnableSupportLogger;
+
+ [Tooltip("Enables apps to keep the connection without focus.")]
+ public bool RunInBackground = true;
+
+ [Tooltip("Simulates an online connection.\nPUN can be used as usual.")]
+ public bool StartInOfflineMode;
+
+ [Tooltip("RPC name list.\nUsed as shortcut when sending calls.")]
+ public List<string> RpcList = new List<string>(); // set by scripts and or via Inspector
+
+ #if UNITY_EDITOR
+ public bool DisableAutoOpenWizard;
+ public bool ShowSettings;
+ public bool DevRegionSetOnce;
+ #endif
+
+ /// <summary>Sets appid and region code in the AppSettings. Used in Editor.</summary>
+ public void UseCloud(string cloudAppid, string code = "")
+ {
+ this.AppSettings.AppIdRealtime = cloudAppid;
+ this.AppSettings.Server = null;
+ this.AppSettings.FixedRegion = string.IsNullOrEmpty(code) ? null : code;
+ }
+
+ /// <summary>Checks if a string is a Guid by attempting to create one.</summary>
+ /// <param name="val">The potential guid to check.</param>
+ /// <returns>True if new Guid(val) did not fail.</returns>
+ public static bool IsAppId(string val)
+ {
+ try
+ {
+ new Guid(val);
+ }
+ catch
+ {
+ return false;
+ }
+ return true;
+ }
+
+ /// <summary>Gets the "best region summary" from the preferences.</summary>
+ /// <value>The best region code in preferences.</value>
+ public static string BestRegionSummaryInPreferences
+ {
+ get { return PhotonNetwork.BestRegionSummaryInPreferences; }
+ }
+
+ /// <summary>Sets the "best region summary" in the preferences to null. On next start, the client will ping all available.</summary>
+ public static void ResetBestRegionCodeInPreferences()
+ {
+ PhotonNetwork.BestRegionSummaryInPreferences = null;
+ }
+
+ /// <summary>String summary of the AppSettings.</summary>
+ public override string ToString()
+ {
+ return "ServerSettings: " + this.AppSettings.ToStringFull();
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/ServerSettings.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/ServerSettings.cs.meta
new file mode 100644
index 0000000..401bf34
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/ServerSettings.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 9f3758f8f58fdef43803eb9be1df0608
+labels:
+- ExitGames
+- PUN
+- Photon
+- Networking
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Utilities.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Utilities.meta
new file mode 100644
index 0000000..2b0880b
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Utilities.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: d67e11e5c968e60489b4eeec4d85e165
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Utilities/NestedComponentUtilities.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Utilities/NestedComponentUtilities.cs
new file mode 100644
index 0000000..d825e9c
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Utilities/NestedComponentUtilities.cs
@@ -0,0 +1,494 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace Photon.Pun
+{
+
+ public static class NestedComponentUtilities
+ {
+
+ public static T EnsureRootComponentExists<T, NestedT>(this Transform transform)
+ where T : Component
+ where NestedT : Component
+ {
+ var root = GetParentComponent<NestedT>(transform);
+ if (root)
+ {
+ var comp = root.GetComponent<T>();
+
+ if (comp)
+ return comp;
+
+ return root.gameObject.AddComponent<T>();
+ }
+
+ return null;
+ }
+
+ #region GetComponent Replacements
+
+ // Recycled collections
+ private static Queue<Transform> nodesQueue = new Queue<Transform>();
+ public static Dictionary<System.Type, ICollection> searchLists = new Dictionary<System.Type, ICollection>();
+ private static Stack<Transform> nodeStack = new Stack<Transform>();
+
+ /// <summary>
+ /// Find T on supplied transform or any parent. Unlike GetComponentInParent, GameObjects do not need to be active to be found.
+ /// </summary>
+ public static T GetParentComponent<T>(this Transform t)
+ where T : Component
+ {
+ T found = t.GetComponent<T>();
+
+ if (found)
+ return found;
+
+ var par = t.parent;
+ while (par)
+ {
+ found = par.GetComponent<T>();
+ if (found)
+ return found;
+ par = par.parent;
+ }
+ return null;
+ }
+
+
+ /// <summary>
+ /// Returns all T found between the child transform and its root. Order in List from child to parent, with the root/parent most being last.
+ /// </summary>
+ /// <param name="t"></param>
+ /// <returns></returns>
+ public static void GetNestedComponentsInParents<T>(this Transform t, List<T> list)
+ where T : Component
+ {
+ list.Clear();
+
+ while (t != null)
+ {
+ T obj = t.GetComponent<T>();
+ if (obj)
+ list.Add(obj);
+
+ t = t.parent;
+ }
+ }
+
+ public static T GetNestedComponentInChildren<T, NestedT>(this Transform t, bool includeInactive)
+ where T : class
+ where NestedT : class
+ {
+ // Look for the most obvious check first on the root.
+ var found = t.GetComponent<T>();
+ if (!ReferenceEquals(found, null))
+ return found;
+
+ // No root found, start testing layer by layer - root is the first layer. Add to queue.
+ nodesQueue.Clear();
+ nodesQueue.Enqueue(t);
+
+ while (nodesQueue.Count > 0)
+ {
+ var node = nodesQueue.Dequeue();
+
+ for (int c = 0, ccnt = node.childCount; c < ccnt; ++c)
+ {
+ var child = node.GetChild(c);
+
+ // Ignore branches that are not active
+ if (!includeInactive && !child.gameObject.activeSelf)
+ continue;
+
+ // Hit a nested node - don't search this node
+ if (!ReferenceEquals(child.GetComponent<NestedT>(), null))
+ continue;
+
+ // see if what we are looking for is on this node
+ found = child.GetComponent<T>();
+
+ // Return if we found what we are looking for
+ if (!ReferenceEquals(found, null))
+ return found;
+
+ // Add node to queue for next depth pass since nothing was found on this layer.
+ nodesQueue.Enqueue(child);
+ }
+
+ }
+ return found;
+ }
+
+ /// <summary>
+ /// Same as GetComponentInParent, but will always include inactive objects in search.
+ /// </summary>
+ /// <typeparam name="T"></typeparam>
+ /// <typeparam name="DontRecurseOnT"></typeparam>
+ /// <param name="t"></param>
+ /// <returns></returns>
+ public static T GetNestedComponentInParent<T, NestedT>(this Transform t)
+ where T : class
+ where NestedT : class
+ {
+ T found = null;
+
+ Transform node = t;
+ do
+ {
+
+ found = node.GetComponent<T>();
+
+ if (!ReferenceEquals(found, null))
+ return found;
+
+ // stop search on node with PV
+ if (!ReferenceEquals(node.GetComponent<NestedT>(), null))
+ return null;
+
+ node = node.parent;
+ }
+ while (!ReferenceEquals(node, null));
+
+ return null;
+ }
+
+ /// <summary>
+ /// UNTESTED
+ /// </summary>
+ /// <typeparam name="T"></typeparam>
+ /// <typeparam name="StopSearchOnT"></typeparam>
+ /// <param name="t"></param>
+ /// <returns></returns>
+ public static T GetNestedComponentInParents<T, NestedT>(this Transform t)
+ where T : class
+ where NestedT : class
+ {
+ // First try root
+ var found = t.GetComponent<T>();
+
+ if (!ReferenceEquals(found, null))
+ return found;
+
+ /// Get the reverse list of transforms climbing for start up to netobject
+ var par = t.parent;
+
+ while (!ReferenceEquals(par, null))
+ {
+ found = par.GetComponent<T>();
+ if (!ReferenceEquals(found, null))
+ return found;
+
+ /// Stop climbing at the NetObj (this is how we detect nesting
+ if (!ReferenceEquals(par.GetComponent<NestedT>(), null))
+ return null;
+
+ par = par.parent;
+ };
+
+ return null;
+ }
+
+
+ /// <summary>
+ /// Finds components of type T on supplied transform, and every parent above that node, inclusively stopping on node StopSearchOnT component.
+ /// </summary>
+ /// <typeparam name="T"></typeparam>
+ /// <typeparam name="StopSearchOnT"></typeparam>
+ /// <param name="t"></param>
+ /// <param name="list"></param>
+ /// <returns></returns>
+ public static void GetNestedComponentsInParents<T, NestedT>(this Transform t, List<T> list)
+ where T : class
+ where NestedT : class
+ {
+
+ // Get components on the starting node - this is a given.
+ t.GetComponents(list);
+
+ // If the starting node has the stop component, we are done.
+ if (!ReferenceEquals(t.GetComponent<NestedT>(), null))
+ return;
+
+ var tnode = t.parent;
+
+ // If there is no parent, we are done.
+ if (ReferenceEquals(tnode, null))
+ return;
+
+ nodeStack.Clear();
+
+ while (true)
+ {
+ // add new parent to stack
+ nodeStack.Push(tnode);
+
+ // if this node has the Stop, we are done recursing up.
+ if (!ReferenceEquals(tnode.GetComponent<NestedT>(), null))
+ break;
+
+ // Get the next parent node and add it to the stack
+ tnode = tnode.parent;
+
+ // Stop recursing up if the parent is null
+ if (ReferenceEquals(tnode, null))
+ break;
+ }
+
+ if (nodeStack.Count == 0)
+ return;
+
+ System.Type type = typeof(T);
+
+ // Acquire the right searchlist from our pool
+ List<T> searchList;
+ if (!searchLists.ContainsKey(type))
+ {
+ searchList = new List<T>();
+ searchLists.Add(type, searchList);
+ }
+ else
+ {
+ searchList = searchLists[type] as List<T>;
+ }
+
+ // Reverse iterate the nodes found. This produces a GetComponentInParent that starts from the parent Stop down to the provided transform
+ while (nodeStack.Count > 0)
+ {
+ var node = nodeStack.Pop();
+
+ node.GetComponents(searchList);
+ list.AddRange(searchList);
+ }
+ }
+
+
+ /// <summary>
+ /// Same as GetComponentsInChildren, but will not recurse into children with component of the DontRecurseOnT type. This allows nesting of PhotonViews/NetObjects to be respected.
+ /// </summary>
+ /// <typeparam name="T"></typeparam>
+ /// <param name="t"></param>
+ /// <param name="list">Pass null and a reused list will be used. Consume immediately.</param>
+ public static List<T> GetNestedComponentsInChildren<T, NestedT>(this Transform t, List<T> list, bool includeInactive = true)
+ where T : class
+ where NestedT : class
+ {
+ System.Type type = typeof(T);
+
+ // Temp lists are also recycled. Get/Create a reusable List of this type.
+ List<T> searchList;
+ if (!searchLists.ContainsKey(type))
+ searchLists.Add(type, searchList = new List<T>());
+ else
+ searchList = searchLists[type] as List<T>;
+
+ nodesQueue.Clear();
+
+ if (list == null)
+ list = new List<T>();
+
+ // Get components on starting transform - no exceptions
+ t.GetComponents(list);
+
+ // Add first layer of children to the queue for next layer processing.
+ for (int i = 0, cnt = t.childCount; i < cnt; ++i)
+ {
+ var child = t.GetChild(i);
+
+ // Ignore inactive nodes (optional)
+ if (!includeInactive && !child.gameObject.activeSelf)
+ continue;
+
+ // ignore nested DontRecurseOnT
+ if (!ReferenceEquals(child.GetComponent<NestedT>(), null))
+ continue;
+
+ nodesQueue.Enqueue(child);
+ }
+
+ // Recurse node layers
+ while (nodesQueue.Count > 0)
+ {
+ var node = nodesQueue.Dequeue();
+
+ // Add found components on this gameobject node
+ node.GetComponents(searchList);
+ list.AddRange(searchList);
+
+ // Add children to the queue for next layer processing.
+ for (int i = 0, cnt = node.childCount; i < cnt; ++i)
+ {
+ var child = node.GetChild(i);
+
+ // Ignore inactive nodes (optional)
+ if (!includeInactive && !child.gameObject.activeSelf)
+ continue;
+
+ // ignore nested NestedT
+ if (!ReferenceEquals(child.GetComponent<NestedT>(), null))
+ continue;
+
+ nodesQueue.Enqueue(child);
+ }
+ }
+
+ return list;
+ }
+
+ /// <summary>
+ /// Same as GetComponentsInChildren, but will not recurse into children with component of the DontRecurseOnT type. This allows nesting of PhotonViews/NetObjects to be respected.
+ /// </summary>
+ /// <typeparam name="T"></typeparam>
+ /// <param name="t"></param>
+ /// <param name="list">Pass null and a reused list will be used. Consume immediately.</param>
+ public static List<T> GetNestedComponentsInChildren<T>(this Transform t, List<T> list, bool includeInactive = true, params System.Type[] stopOn)
+ where T : class
+ {
+ System.Type type = typeof(T);
+
+ // Temp lists are also recycled. Get/Create a reusable List of this type.
+ List<T> searchList;
+ if (!searchLists.ContainsKey(type))
+ searchLists.Add(type, searchList = new List<T>());
+ else
+ searchList = searchLists[type] as List<T>;
+
+ nodesQueue.Clear();
+
+ // Get components on starting transform - no exceptions
+ t.GetComponents(list);
+
+ // Add first layer of children to the queue for next layer processing.
+ for (int i = 0, cnt = t.childCount; i < cnt; ++i)
+ {
+ var child = t.GetChild(i);
+
+ // Ignore inactive nodes (optional)
+ if (!includeInactive && !child.gameObject.activeSelf)
+ continue;
+
+ // ignore nested DontRecurseOnT
+ bool stopRecurse = false;
+ for (int s = 0, scnt = stopOn.Length; s < scnt; ++s)
+ {
+ if (!ReferenceEquals(child.GetComponent(stopOn[s]), null))
+ {
+ stopRecurse = true;
+ break;
+ }
+ }
+ if (stopRecurse)
+ continue;
+
+ nodesQueue.Enqueue(child);
+ }
+
+ // Recurse node layers
+ while (nodesQueue.Count > 0)
+ {
+ var node = nodesQueue.Dequeue();
+
+ // Add found components on this gameobject node
+ node.GetComponents(searchList);
+ list.AddRange(searchList);
+
+ // Add children to the queue for next layer processing.
+ for (int i = 0, cnt = node.childCount; i < cnt; ++i)
+ {
+ var child = node.GetChild(i);
+
+ // Ignore inactive nodes (optional)
+ if (!includeInactive && !child.gameObject.activeSelf)
+ continue;
+
+ // ignore nested NestedT
+ bool stopRecurse = false;
+ for (int s = 0, scnt = stopOn.Length; s < scnt; ++s)
+ {
+ if (!ReferenceEquals(child.GetComponent(stopOn[s]), null))
+ {
+ stopRecurse = true;
+ break;
+ }
+ }
+
+ if (stopRecurse)
+ continue;
+
+ nodesQueue.Enqueue(child);
+ }
+ }
+
+ return list;
+ }
+
+ /// <summary>
+ /// Same as GetComponentsInChildren, but will not recurse into children with component of the NestedT type. This allows nesting of PhotonViews/NetObjects to be respected.
+ /// </summary>
+ /// <typeparam name="T">Cast found components to this type. Typically Component, but any other class/interface will work as long as they are assignable from SearchT.</typeparam>
+ /// <typeparam name="SearchT">Find components of this class or interface type.</typeparam>
+ /// <typeparam name="DontRecurseOnT"></typeparam>
+ /// <param name="t"></param>
+ /// <param name="includeInactive"></param>
+ /// <param name="list"></param>
+ /// <returns></returns>
+ public static void GetNestedComponentsInChildren<T, SearchT, NestedT>(this Transform t, bool includeInactive, List<T> list)
+ where T : class
+ where SearchT : class
+ {
+ list.Clear();
+
+ // If this is inactive, nothing will be found. Give up now if we are restricted to active.
+ if (!includeInactive && !t.gameObject.activeSelf)
+ return;
+
+ System.Type searchType = typeof(SearchT);
+
+ // Temp lists are also recycled. Get/Create a reusable List of this type.
+ List<SearchT> searchList;
+ if (!searchLists.ContainsKey(searchType))
+ searchLists.Add(searchType, searchList = new List<SearchT>());
+ else
+ searchList = searchLists[searchType] as List<SearchT>;
+
+ // Recurse child nodes one layer at a time. Using a Queue allows this to happen without a lot of work.
+ nodesQueue.Clear();
+ nodesQueue.Enqueue(t);
+
+ while (nodesQueue.Count > 0)
+ {
+ var node = nodesQueue.Dequeue();
+
+ // Add found components on this gameobject node
+ searchList.Clear();
+ node.GetComponents(searchList);
+ foreach (var comp in searchList)
+ {
+ var casted = comp as T;
+ if (!ReferenceEquals(casted, null))
+ list.Add(casted);
+ }
+
+ // Add children to the queue for next layer processing.
+ for (int i = 0, cnt = node.childCount; i < cnt; ++i)
+ {
+ var child = node.GetChild(i);
+
+ // Ignore inactive nodes (optional)
+ if (!includeInactive && !child.gameObject.activeSelf)
+ continue;
+
+ // ignore nested DontRecurseOnT
+ if (!ReferenceEquals(child.GetComponent<NestedT>(), null))
+ continue;
+
+ nodesQueue.Enqueue(child);
+ }
+ }
+
+ }
+
+ #endregion
+ }
+
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Utilities/NestedComponentUtilities.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Utilities/NestedComponentUtilities.cs.meta
new file mode 100644
index 0000000..71efce1
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Utilities/NestedComponentUtilities.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 40bca7ec270007b40a4de315c071f4d3
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Views.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Views.meta
new file mode 100644
index 0000000..965d75b
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Views.meta
@@ -0,0 +1,5 @@
+fileFormatVersion: 2
+guid: a724ff00b77e85d44a2af6baf46fc6a2
+folderAsset: yes
+DefaultImporter:
+ userData:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Views/PhotonAnimatorView.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Views/PhotonAnimatorView.cs
new file mode 100644
index 0000000..1038116
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Views/PhotonAnimatorView.cs
@@ -0,0 +1,572 @@
+// ----------------------------------------------------------------------------
+// <copyright file="PhotonAnimatorView.cs" company="Exit Games GmbH">
+// PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH
+// </copyright>
+// <summary>
+// Component to synchronize Mecanim animations via PUN.
+// </summary>
+// <author>developer@exitgames.com</author>
+// ----------------------------------------------------------------------------
+
+
+namespace Photon.Pun
+{
+ using System.Collections.Generic;
+ using UnityEngine;
+
+
+ /// <summary>
+ /// This class helps you to synchronize Mecanim animations
+ /// Simply add the component to your GameObject and make sure that
+ /// the PhotonAnimatorView is added to the list of observed components
+ /// </summary>
+ /// <remarks>
+ /// When Using Trigger Parameters, make sure the component that sets the trigger is higher in the stack of Components on the GameObject than 'PhotonAnimatorView'
+ /// Triggers are raised true during one frame only.
+ /// </remarks>
+ [AddComponentMenu("Photon Networking/Photon Animator View")]
+ public class PhotonAnimatorView : MonoBehaviourPun, IPunObservable
+ {
+ #region Enums
+
+ public enum ParameterType
+ {
+ Float = 1,
+ Int = 3,
+ Bool = 4,
+ Trigger = 9,
+ }
+
+
+ public enum SynchronizeType
+ {
+ Disabled = 0,
+ Discrete = 1,
+ Continuous = 2,
+ }
+
+
+ [System.Serializable]
+ public class SynchronizedParameter
+ {
+ public ParameterType Type;
+ public SynchronizeType SynchronizeType;
+ public string Name;
+ }
+
+
+ [System.Serializable]
+ public class SynchronizedLayer
+ {
+ public SynchronizeType SynchronizeType;
+ public int LayerIndex;
+ }
+
+ #endregion
+
+
+ #region Properties
+
+ #if PHOTON_DEVELOP
+ public PhotonAnimatorView ReceivingSender;
+ #endif
+
+ #endregion
+
+
+ #region Members
+
+ private bool TriggerUsageWarningDone;
+
+ private Animator m_Animator;
+
+ private PhotonStreamQueue m_StreamQueue = new PhotonStreamQueue(120);
+
+ //These fields are only used in the CustomEditor for this script and would trigger a
+ //"this variable is never used" warning, which I am suppressing here
+ #pragma warning disable 0414
+
+ [HideInInspector]
+ [SerializeField]
+ private bool ShowLayerWeightsInspector = true;
+
+ [HideInInspector]
+ [SerializeField]
+ private bool ShowParameterInspector = true;
+
+ #pragma warning restore 0414
+
+ [HideInInspector]
+ [SerializeField]
+ private List<SynchronizedParameter> m_SynchronizeParameters = new List<SynchronizedParameter>();
+
+ [HideInInspector]
+ [SerializeField]
+ private List<SynchronizedLayer> m_SynchronizeLayers = new List<SynchronizedLayer>();
+
+ private Vector3 m_ReceiverPosition;
+ private float m_LastDeserializeTime;
+ private bool m_WasSynchronizeTypeChanged = true;
+
+ /// <summary>
+ /// Cached raised triggers that are set to be synchronized in discrete mode. since a Trigger only stay up for less than a frame,
+ /// We need to cache it until the next discrete serialization call.
+ /// </summary>
+ List<string> m_raisedDiscreteTriggersCache = new List<string>();
+
+ #endregion
+
+
+ #region Unity
+
+ private void Awake()
+ {
+ this.m_Animator = GetComponent<Animator>();
+ }
+
+ private void Update()
+ {
+ if (this.m_Animator.applyRootMotion && this.photonView.IsMine == false && PhotonNetwork.IsConnected == true)
+ {
+ this.m_Animator.applyRootMotion = false;
+ }
+
+ if (PhotonNetwork.InRoom == false || PhotonNetwork.CurrentRoom.PlayerCount <= 1)
+ {
+ this.m_StreamQueue.Reset();
+ return;
+ }
+
+ if (this.photonView.IsMine == true)
+ {
+ this.SerializeDataContinuously();
+
+ this.CacheDiscreteTriggers();
+ }
+ else
+ {
+ this.DeserializeDataContinuously();
+ }
+ }
+
+ #endregion
+
+
+ #region Setup Synchronizing Methods
+
+ /// <summary>
+ /// Caches the discrete triggers values for keeping track of raised triggers, and will be reseted after the sync routine got performed
+ /// </summary>
+ public void CacheDiscreteTriggers()
+ {
+ for (int i = 0; i < this.m_SynchronizeParameters.Count; ++i)
+ {
+ SynchronizedParameter parameter = this.m_SynchronizeParameters[i];
+
+ if (parameter.SynchronizeType == SynchronizeType.Discrete && parameter.Type == ParameterType.Trigger && this.m_Animator.GetBool(parameter.Name))
+ {
+ if (parameter.Type == ParameterType.Trigger)
+ {
+ this.m_raisedDiscreteTriggersCache.Add(parameter.Name);
+ break;
+ }
+ }
+ }
+ }
+
+ /// <summary>
+ /// Check if a specific layer is configured to be synchronize
+ /// </summary>
+ /// <param name="layerIndex">Index of the layer.</param>
+ /// <returns>True if the layer is synchronized</returns>
+ public bool DoesLayerSynchronizeTypeExist(int layerIndex)
+ {
+ return this.m_SynchronizeLayers.FindIndex(item => item.LayerIndex == layerIndex) != -1;
+ }
+
+ /// <summary>
+ /// Check if the specified parameter is configured to be synchronized
+ /// </summary>
+ /// <param name="name">The name of the parameter.</param>
+ /// <returns>True if the parameter is synchronized</returns>
+ public bool DoesParameterSynchronizeTypeExist(string name)
+ {
+ return this.m_SynchronizeParameters.FindIndex(item => item.Name == name) != -1;
+ }
+
+ /// <summary>
+ /// Get a list of all synchronized layers
+ /// </summary>
+ /// <returns>List of SynchronizedLayer objects</returns>
+ public List<SynchronizedLayer> GetSynchronizedLayers()
+ {
+ return this.m_SynchronizeLayers;
+ }
+
+ /// <summary>
+ /// Get a list of all synchronized parameters
+ /// </summary>
+ /// <returns>List of SynchronizedParameter objects</returns>
+ public List<SynchronizedParameter> GetSynchronizedParameters()
+ {
+ return this.m_SynchronizeParameters;
+ }
+
+ /// <summary>
+ /// Gets the type how the layer is synchronized
+ /// </summary>
+ /// <param name="layerIndex">Index of the layer.</param>
+ /// <returns>Disabled/Discrete/Continuous</returns>
+ public SynchronizeType GetLayerSynchronizeType(int layerIndex)
+ {
+ int index = this.m_SynchronizeLayers.FindIndex(item => item.LayerIndex == layerIndex);
+
+ if (index == -1)
+ {
+ return SynchronizeType.Disabled;
+ }
+
+ return this.m_SynchronizeLayers[index].SynchronizeType;
+ }
+
+ /// <summary>
+ /// Gets the type how the parameter is synchronized
+ /// </summary>
+ /// <param name="name">The name of the parameter.</param>
+ /// <returns>Disabled/Discrete/Continuous</returns>
+ public SynchronizeType GetParameterSynchronizeType(string name)
+ {
+ int index = this.m_SynchronizeParameters.FindIndex(item => item.Name == name);
+
+ if (index == -1)
+ {
+ return SynchronizeType.Disabled;
+ }
+
+ return this.m_SynchronizeParameters[index].SynchronizeType;
+ }
+
+ /// <summary>
+ /// Sets the how a layer should be synchronized
+ /// </summary>
+ /// <param name="layerIndex">Index of the layer.</param>
+ /// <param name="synchronizeType">Disabled/Discrete/Continuous</param>
+ public void SetLayerSynchronized(int layerIndex, SynchronizeType synchronizeType)
+ {
+ if (Application.isPlaying == true)
+ {
+ this.m_WasSynchronizeTypeChanged = true;
+ }
+
+ int index = this.m_SynchronizeLayers.FindIndex(item => item.LayerIndex == layerIndex);
+
+ if (index == -1)
+ {
+ this.m_SynchronizeLayers.Add(new SynchronizedLayer {LayerIndex = layerIndex, SynchronizeType = synchronizeType});
+ }
+ else
+ {
+ this.m_SynchronizeLayers[index].SynchronizeType = synchronizeType;
+ }
+ }
+
+ /// <summary>
+ /// Sets the how a parameter should be synchronized
+ /// </summary>
+ /// <param name="name">The name of the parameter.</param>
+ /// <param name="type">The type of the parameter.</param>
+ /// <param name="synchronizeType">Disabled/Discrete/Continuous</param>
+ public void SetParameterSynchronized(string name, ParameterType type, SynchronizeType synchronizeType)
+ {
+ if (Application.isPlaying == true)
+ {
+ this.m_WasSynchronizeTypeChanged = true;
+ }
+
+ int index = this.m_SynchronizeParameters.FindIndex(item => item.Name == name);
+
+ if (index == -1)
+ {
+ this.m_SynchronizeParameters.Add(new SynchronizedParameter {Name = name, Type = type, SynchronizeType = synchronizeType});
+ }
+ else
+ {
+ this.m_SynchronizeParameters[index].SynchronizeType = synchronizeType;
+ }
+ }
+
+ #endregion
+
+
+ #region Serialization
+
+ private void SerializeDataContinuously()
+ {
+ if (this.m_Animator == null)
+ {
+ return;
+ }
+
+ for (int i = 0; i < this.m_SynchronizeLayers.Count; ++i)
+ {
+ if (this.m_SynchronizeLayers[i].SynchronizeType == SynchronizeType.Continuous)
+ {
+ this.m_StreamQueue.SendNext(this.m_Animator.GetLayerWeight(this.m_SynchronizeLayers[i].LayerIndex));
+ }
+ }
+
+ for (int i = 0; i < this.m_SynchronizeParameters.Count; ++i)
+ {
+ SynchronizedParameter parameter = this.m_SynchronizeParameters[i];
+
+ if (parameter.SynchronizeType == SynchronizeType.Continuous)
+ {
+ switch (parameter.Type)
+ {
+ case ParameterType.Bool:
+ this.m_StreamQueue.SendNext(this.m_Animator.GetBool(parameter.Name));
+ break;
+ case ParameterType.Float:
+ this.m_StreamQueue.SendNext(this.m_Animator.GetFloat(parameter.Name));
+ break;
+ case ParameterType.Int:
+ this.m_StreamQueue.SendNext(this.m_Animator.GetInteger(parameter.Name));
+ break;
+ case ParameterType.Trigger:
+ if (!TriggerUsageWarningDone)
+ {
+ TriggerUsageWarningDone = true;
+ Debug.Log("PhotonAnimatorView: When using triggers, make sure this component is last in the stack.\n" +
+ "If you still experience issues, implement triggers as a regular RPC \n" +
+ "or in custom IPunObservable component instead",this);
+
+ }
+ this.m_StreamQueue.SendNext(this.m_Animator.GetBool(parameter.Name));
+ break;
+ }
+ }
+ }
+ }
+
+
+ private void DeserializeDataContinuously()
+ {
+ if (this.m_StreamQueue.HasQueuedObjects() == false)
+ {
+ return;
+ }
+
+ for (int i = 0; i < this.m_SynchronizeLayers.Count; ++i)
+ {
+ if (this.m_SynchronizeLayers[i].SynchronizeType == SynchronizeType.Continuous)
+ {
+ this.m_Animator.SetLayerWeight(this.m_SynchronizeLayers[i].LayerIndex, (float) this.m_StreamQueue.ReceiveNext());
+ }
+ }
+
+ for (int i = 0; i < this.m_SynchronizeParameters.Count; ++i)
+ {
+ SynchronizedParameter parameter = this.m_SynchronizeParameters[i];
+
+ if (parameter.SynchronizeType == SynchronizeType.Continuous)
+ {
+ switch (parameter.Type)
+ {
+ case ParameterType.Bool:
+ this.m_Animator.SetBool(parameter.Name, (bool) this.m_StreamQueue.ReceiveNext());
+ break;
+ case ParameterType.Float:
+ this.m_Animator.SetFloat(parameter.Name, (float) this.m_StreamQueue.ReceiveNext());
+ break;
+ case ParameterType.Int:
+ this.m_Animator.SetInteger(parameter.Name, (int) this.m_StreamQueue.ReceiveNext());
+ break;
+ case ParameterType.Trigger:
+ this.m_Animator.SetBool(parameter.Name, (bool) this.m_StreamQueue.ReceiveNext());
+ break;
+ }
+ }
+ }
+ }
+
+ private void SerializeDataDiscretly(PhotonStream stream)
+ {
+ for (int i = 0; i < this.m_SynchronizeLayers.Count; ++i)
+ {
+ if (this.m_SynchronizeLayers[i].SynchronizeType == SynchronizeType.Discrete)
+ {
+ stream.SendNext(this.m_Animator.GetLayerWeight(this.m_SynchronizeLayers[i].LayerIndex));
+ }
+ }
+
+ for (int i = 0; i < this.m_SynchronizeParameters.Count; ++i)
+ {
+
+ SynchronizedParameter parameter = this.m_SynchronizeParameters[i];
+
+ if (parameter.SynchronizeType == SynchronizeType.Discrete)
+ {
+ switch (parameter.Type)
+ {
+ case ParameterType.Bool:
+ stream.SendNext(this.m_Animator.GetBool(parameter.Name));
+ break;
+ case ParameterType.Float:
+ stream.SendNext(this.m_Animator.GetFloat(parameter.Name));
+ break;
+ case ParameterType.Int:
+ stream.SendNext(this.m_Animator.GetInteger(parameter.Name));
+ break;
+ case ParameterType.Trigger:
+ if (!TriggerUsageWarningDone)
+ {
+ TriggerUsageWarningDone = true;
+ Debug.Log("PhotonAnimatorView: When using triggers, make sure this component is last in the stack.\n" +
+ "If you still experience issues, implement triggers as a regular RPC \n" +
+ "or in custom IPunObservable component instead",this);
+
+ }
+ // here we can't rely on the current real state of the trigger, we might have missed its raise
+ stream.SendNext(this.m_raisedDiscreteTriggersCache.Contains(parameter.Name));
+ break;
+ }
+ }
+ }
+
+ // reset the cache, we've synchronized.
+ this.m_raisedDiscreteTriggersCache.Clear();
+ }
+
+ private void DeserializeDataDiscretly(PhotonStream stream)
+ {
+ for (int i = 0; i < this.m_SynchronizeLayers.Count; ++i)
+ {
+ if (this.m_SynchronizeLayers[i].SynchronizeType == SynchronizeType.Discrete)
+ {
+ this.m_Animator.SetLayerWeight(this.m_SynchronizeLayers[i].LayerIndex, (float) stream.ReceiveNext());
+ }
+ }
+
+ for (int i = 0; i < this.m_SynchronizeParameters.Count; ++i)
+ {
+ SynchronizedParameter parameter = this.m_SynchronizeParameters[i];
+
+ if (parameter.SynchronizeType == SynchronizeType.Discrete)
+ {
+ switch (parameter.Type)
+ {
+ case ParameterType.Bool:
+ if (stream.PeekNext() is bool == false)
+ {
+ return;
+ }
+ this.m_Animator.SetBool(parameter.Name, (bool) stream.ReceiveNext());
+ break;
+ case ParameterType.Float:
+ if (stream.PeekNext() is float == false)
+ {
+ return;
+ }
+
+ this.m_Animator.SetFloat(parameter.Name, (float) stream.ReceiveNext());
+ break;
+ case ParameterType.Int:
+ if (stream.PeekNext() is int == false)
+ {
+ return;
+ }
+
+ this.m_Animator.SetInteger(parameter.Name, (int) stream.ReceiveNext());
+ break;
+ case ParameterType.Trigger:
+ if (stream.PeekNext() is bool == false)
+ {
+ return;
+ }
+
+ if ((bool) stream.ReceiveNext())
+ {
+ this.m_Animator.SetTrigger(parameter.Name);
+ }
+ break;
+ }
+ }
+ }
+ }
+
+ private void SerializeSynchronizationTypeState(PhotonStream stream)
+ {
+ byte[] states = new byte[this.m_SynchronizeLayers.Count + this.m_SynchronizeParameters.Count];
+
+ for (int i = 0; i < this.m_SynchronizeLayers.Count; ++i)
+ {
+ states[i] = (byte) this.m_SynchronizeLayers[i].SynchronizeType;
+ }
+
+ for (int i = 0; i < this.m_SynchronizeParameters.Count; ++i)
+ {
+ states[this.m_SynchronizeLayers.Count + i] = (byte) this.m_SynchronizeParameters[i].SynchronizeType;
+ }
+
+ stream.SendNext(states);
+ }
+
+ private void DeserializeSynchronizationTypeState(PhotonStream stream)
+ {
+ byte[] state = (byte[]) stream.ReceiveNext();
+
+ for (int i = 0; i < this.m_SynchronizeLayers.Count; ++i)
+ {
+ this.m_SynchronizeLayers[i].SynchronizeType = (SynchronizeType) state[i];
+ }
+
+ for (int i = 0; i < this.m_SynchronizeParameters.Count; ++i)
+ {
+ this.m_SynchronizeParameters[i].SynchronizeType = (SynchronizeType) state[this.m_SynchronizeLayers.Count + i];
+ }
+ }
+
+ public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
+ {
+ if (this.m_Animator == null)
+ {
+ return;
+ }
+
+ if (stream.IsWriting == true)
+ {
+ if (this.m_WasSynchronizeTypeChanged == true)
+ {
+ this.m_StreamQueue.Reset();
+ this.SerializeSynchronizationTypeState(stream);
+
+ this.m_WasSynchronizeTypeChanged = false;
+ }
+
+ this.m_StreamQueue.Serialize(stream);
+ this.SerializeDataDiscretly(stream);
+ }
+ else
+ {
+ #if PHOTON_DEVELOP
+ if( ReceivingSender != null )
+ {
+ ReceivingSender.OnPhotonSerializeView( stream, info );
+ }
+ else
+ #endif
+ {
+ if (stream.PeekNext() is byte[])
+ {
+ this.DeserializeSynchronizationTypeState(stream);
+ }
+
+ this.m_StreamQueue.Deserialize(stream);
+ this.DeserializeDataDiscretly(stream);
+ }
+ }
+ }
+
+ #endregion
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Views/PhotonAnimatorView.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Views/PhotonAnimatorView.cs.meta
new file mode 100644
index 0000000..9232492
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Views/PhotonAnimatorView.cs.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 9b8c4a61274f60b4ea5fb4299cfdbf14
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Views/PhotonRigidbody2DView.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Views/PhotonRigidbody2DView.cs
new file mode 100644
index 0000000..ba6333d
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Views/PhotonRigidbody2DView.cs
@@ -0,0 +1,111 @@
+// ----------------------------------------------------------------------------
+// <copyright file="PhotonRigidbody2DView.cs" company="Exit Games GmbH">
+// PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH
+// </copyright>
+// <summary>
+// Component to synchronize 2d rigidbodies via PUN.
+// </summary>
+// <author>developer@exitgames.com</author>
+// ----------------------------------------------------------------------------
+
+
+namespace Photon.Pun
+{
+ using UnityEngine;
+
+
+ [RequireComponent(typeof(Rigidbody2D))]
+ [AddComponentMenu("Photon Networking/Photon Rigidbody 2D View")]
+ public class PhotonRigidbody2DView : MonoBehaviourPun, IPunObservable
+ {
+ private float m_Distance;
+ private float m_Angle;
+
+ private Rigidbody2D m_Body;
+
+ private Vector2 m_NetworkPosition;
+
+ private float m_NetworkRotation;
+
+ [HideInInspector]
+ public bool m_SynchronizeVelocity = true;
+ [HideInInspector]
+ public bool m_SynchronizeAngularVelocity = false;
+
+ [HideInInspector]
+ public bool m_TeleportEnabled = false;
+ [HideInInspector]
+ public float m_TeleportIfDistanceGreaterThan = 3.0f;
+
+ public void Awake()
+ {
+ this.m_Body = GetComponent<Rigidbody2D>();
+
+ this.m_NetworkPosition = new Vector2();
+ }
+
+ public void FixedUpdate()
+ {
+ if (!this.photonView.IsMine)
+ {
+ this.m_Body.position = Vector2.MoveTowards(this.m_Body.position, this.m_NetworkPosition, this.m_Distance * (1.0f / PhotonNetwork.SerializationRate));
+ this.m_Body.rotation = Mathf.MoveTowards(this.m_Body.rotation, this.m_NetworkRotation, this.m_Angle * (1.0f / PhotonNetwork.SerializationRate));
+ }
+ }
+
+ public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
+ {
+ if (stream.IsWriting)
+ {
+ stream.SendNext(this.m_Body.position);
+ stream.SendNext(this.m_Body.rotation);
+
+ if (this.m_SynchronizeVelocity)
+ {
+ stream.SendNext(this.m_Body.velocity);
+ }
+
+ if (this.m_SynchronizeAngularVelocity)
+ {
+ stream.SendNext(this.m_Body.angularVelocity);
+ }
+ }
+ else
+ {
+ this.m_NetworkPosition = (Vector2)stream.ReceiveNext();
+ this.m_NetworkRotation = (float)stream.ReceiveNext();
+
+ if (this.m_TeleportEnabled)
+ {
+ if (Vector3.Distance(this.m_Body.position, this.m_NetworkPosition) > this.m_TeleportIfDistanceGreaterThan)
+ {
+ this.m_Body.position = this.m_NetworkPosition;
+ }
+ }
+
+ if (this.m_SynchronizeVelocity || this.m_SynchronizeAngularVelocity)
+ {
+ float lag = Mathf.Abs((float)(PhotonNetwork.Time - info.SentServerTime));
+
+ if (m_SynchronizeVelocity)
+ {
+ this.m_Body.velocity = (Vector2)stream.ReceiveNext();
+
+ this.m_NetworkPosition += this.m_Body.velocity * lag;
+
+ this.m_Distance = Vector2.Distance(this.m_Body.position, this.m_NetworkPosition);
+ }
+
+ if (this.m_SynchronizeAngularVelocity)
+ {
+ this.m_Body.angularVelocity = (float)stream.ReceiveNext();
+
+ this.m_NetworkRotation += this.m_Body.angularVelocity * lag;
+
+ this.m_Angle = Mathf.Abs(this.m_Body.rotation - this.m_NetworkRotation);
+ }
+ }
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Views/PhotonRigidbody2DView.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Views/PhotonRigidbody2DView.cs.meta
new file mode 100644
index 0000000..b2e6d08
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Views/PhotonRigidbody2DView.cs.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 0e7cb724808c322458aa4d15f5035fa9
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Views/PhotonRigidbodyView.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Views/PhotonRigidbodyView.cs
new file mode 100644
index 0000000..de3405a
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Views/PhotonRigidbodyView.cs
@@ -0,0 +1,112 @@
+// ----------------------------------------------------------------------------
+// <copyright file="PhotonRigidbodyView.cs" company="Exit Games GmbH">
+// PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH
+// </copyright>
+// <summary>
+// Component to synchronize rigidbodies via PUN.
+// </summary>
+// <author>developer@exitgames.com</author>
+// ----------------------------------------------------------------------------
+
+
+namespace Photon.Pun
+{
+ using UnityEngine;
+
+
+ [RequireComponent(typeof(Rigidbody))]
+ [AddComponentMenu("Photon Networking/Photon Rigidbody View")]
+ public class PhotonRigidbodyView : MonoBehaviourPun, IPunObservable
+ {
+ private float m_Distance;
+ private float m_Angle;
+
+ private Rigidbody m_Body;
+
+ private Vector3 m_NetworkPosition;
+
+ private Quaternion m_NetworkRotation;
+
+ [HideInInspector]
+ public bool m_SynchronizeVelocity = true;
+ [HideInInspector]
+ public bool m_SynchronizeAngularVelocity = false;
+
+ [HideInInspector]
+ public bool m_TeleportEnabled = false;
+ [HideInInspector]
+ public float m_TeleportIfDistanceGreaterThan = 3.0f;
+
+ public void Awake()
+ {
+ this.m_Body = GetComponent<Rigidbody>();
+
+ this.m_NetworkPosition = new Vector3();
+ this.m_NetworkRotation = new Quaternion();
+ }
+
+ public void FixedUpdate()
+ {
+ if (!this.photonView.IsMine)
+ {
+ this.m_Body.position = Vector3.MoveTowards(this.m_Body.position, this.m_NetworkPosition, this.m_Distance * (1.0f / PhotonNetwork.SerializationRate));
+ this.m_Body.rotation = Quaternion.RotateTowards(this.m_Body.rotation, this.m_NetworkRotation, this.m_Angle * (1.0f / PhotonNetwork.SerializationRate));
+ }
+ }
+
+ public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
+ {
+ if (stream.IsWriting)
+ {
+ stream.SendNext(this.m_Body.position);
+ stream.SendNext(this.m_Body.rotation);
+
+ if (this.m_SynchronizeVelocity)
+ {
+ stream.SendNext(this.m_Body.velocity);
+ }
+
+ if (this.m_SynchronizeAngularVelocity)
+ {
+ stream.SendNext(this.m_Body.angularVelocity);
+ }
+ }
+ else
+ {
+ this.m_NetworkPosition = (Vector3)stream.ReceiveNext();
+ this.m_NetworkRotation = (Quaternion)stream.ReceiveNext();
+
+ if (this.m_TeleportEnabled)
+ {
+ if (Vector3.Distance(this.m_Body.position, this.m_NetworkPosition) > this.m_TeleportIfDistanceGreaterThan)
+ {
+ this.m_Body.position = this.m_NetworkPosition;
+ }
+ }
+
+ if (this.m_SynchronizeVelocity || this.m_SynchronizeAngularVelocity)
+ {
+ float lag = Mathf.Abs((float)(PhotonNetwork.Time - info.SentServerTime));
+
+ if (this.m_SynchronizeVelocity)
+ {
+ this.m_Body.velocity = (Vector3)stream.ReceiveNext();
+
+ this.m_NetworkPosition += this.m_Body.velocity * lag;
+
+ this.m_Distance = Vector3.Distance(this.m_Body.position, this.m_NetworkPosition);
+ }
+
+ if (this.m_SynchronizeAngularVelocity)
+ {
+ this.m_Body.angularVelocity = (Vector3)stream.ReceiveNext();
+
+ this.m_NetworkRotation = Quaternion.Euler(this.m_Body.angularVelocity * lag) * this.m_NetworkRotation;
+
+ this.m_Angle = Quaternion.Angle(this.m_Body.rotation, this.m_NetworkRotation);
+ }
+ }
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Views/PhotonRigidbodyView.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Views/PhotonRigidbodyView.cs.meta
new file mode 100644
index 0000000..e8c398f
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Views/PhotonRigidbodyView.cs.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 64179f3720bbfe947b7724caa67b7c1d
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Views/PhotonTransformView.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Views/PhotonTransformView.cs
new file mode 100644
index 0000000..4745a2b
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Views/PhotonTransformView.cs
@@ -0,0 +1,194 @@
+// ----------------------------------------------------------------------------
+// <copyright file="PhotonTransformView.cs" company="Exit Games GmbH">
+// PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH
+// </copyright>
+// <summary>
+// Component to synchronize Transforms via PUN PhotonView.
+// </summary>
+// <author>developer@exitgames.com</author>
+// ----------------------------------------------------------------------------
+
+
+namespace Photon.Pun
+{
+ using UnityEngine;
+
+ [AddComponentMenu("Photon Networking/Photon Transform View")]
+ [HelpURL("https://doc.photonengine.com/en-us/pun/v2/gameplay/synchronization-and-state")]
+ public class PhotonTransformView : MonoBehaviourPun, IPunObservable
+ {
+ private float m_Distance;
+ private float m_Angle;
+
+ private Vector3 m_Direction;
+ private Vector3 m_NetworkPosition;
+ private Vector3 m_StoredPosition;
+
+ private Quaternion m_NetworkRotation;
+
+ public bool m_SynchronizePosition = true;
+ public bool m_SynchronizeRotation = true;
+ public bool m_SynchronizeScale = false;
+
+ [Tooltip("Indicates if localPosition and localRotation should be used. Scale ignores this setting, and always uses localScale to avoid issues with lossyScale.")]
+ public bool m_UseLocal;
+
+ bool m_firstTake = false;
+
+ public void Awake()
+ {
+ m_StoredPosition = transform.localPosition;
+ m_NetworkPosition = Vector3.zero;
+
+ m_NetworkRotation = Quaternion.identity;
+ }
+
+ private void Reset()
+ {
+ // Only default to true with new instances. useLocal will remain false for old projects that are updating PUN.
+ m_UseLocal = true;
+ }
+
+ void OnEnable()
+ {
+ m_firstTake = true;
+ }
+
+ public void Update()
+ {
+ var tr = transform;
+
+ if (!this.photonView.IsMine)
+ {
+ if (m_UseLocal)
+
+ {
+ tr.localPosition = Vector3.MoveTowards(tr.localPosition, this.m_NetworkPosition, this.m_Distance * Time.deltaTime * PhotonNetwork.SerializationRate);
+ tr.localRotation = Quaternion.RotateTowards(tr.localRotation, this.m_NetworkRotation, this.m_Angle * Time.deltaTime * PhotonNetwork.SerializationRate);
+ }
+ else
+ {
+ tr.position = Vector3.MoveTowards(tr.position, this.m_NetworkPosition, this.m_Distance * Time.deltaTime * PhotonNetwork.SerializationRate);
+ tr.rotation = Quaternion.RotateTowards(tr.rotation, this.m_NetworkRotation, this.m_Angle * Time.deltaTime * PhotonNetwork.SerializationRate);
+ }
+ }
+ }
+
+ public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
+ {
+ var tr = transform;
+
+ // Write
+ if (stream.IsWriting)
+ {
+ if (this.m_SynchronizePosition)
+ {
+ if (m_UseLocal)
+ {
+ this.m_Direction = tr.localPosition - this.m_StoredPosition;
+ this.m_StoredPosition = tr.localPosition;
+ stream.SendNext(tr.localPosition);
+ stream.SendNext(this.m_Direction);
+ }
+ else
+ {
+ this.m_Direction = tr.position - this.m_StoredPosition;
+ this.m_StoredPosition = tr.position;
+ stream.SendNext(tr.position);
+ stream.SendNext(this.m_Direction);
+ }
+ }
+
+ if (this.m_SynchronizeRotation)
+ {
+ if (m_UseLocal)
+ {
+ stream.SendNext(tr.localRotation);
+ }
+ else
+ {
+ stream.SendNext(tr.rotation);
+ }
+ }
+
+ if (this.m_SynchronizeScale)
+ {
+ stream.SendNext(tr.localScale);
+ }
+ }
+ // Read
+ else
+ {
+ if (this.m_SynchronizePosition)
+ {
+ this.m_NetworkPosition = (Vector3)stream.ReceiveNext();
+ this.m_Direction = (Vector3)stream.ReceiveNext();
+
+ if (m_firstTake)
+ {
+ if (m_UseLocal)
+ tr.localPosition = this.m_NetworkPosition;
+ else
+ tr.position = this.m_NetworkPosition;
+
+ this.m_Distance = 0f;
+ }
+ else
+ {
+ float lag = Mathf.Abs((float)(PhotonNetwork.Time - info.SentServerTime));
+ this.m_NetworkPosition += this.m_Direction * lag;
+ if (m_UseLocal)
+ {
+ this.m_Distance = Vector3.Distance(tr.localPosition, this.m_NetworkPosition);
+ }
+ else
+ {
+ this.m_Distance = Vector3.Distance(tr.position, this.m_NetworkPosition);
+ }
+ }
+
+ }
+
+ if (this.m_SynchronizeRotation)
+ {
+ this.m_NetworkRotation = (Quaternion)stream.ReceiveNext();
+
+ if (m_firstTake)
+ {
+ this.m_Angle = 0f;
+
+ if (m_UseLocal)
+ {
+ tr.localRotation = this.m_NetworkRotation;
+ }
+ else
+ {
+ tr.rotation = this.m_NetworkRotation;
+ }
+ }
+ else
+ {
+ if (m_UseLocal)
+ {
+ this.m_Angle = Quaternion.Angle(tr.localRotation, this.m_NetworkRotation);
+ }
+ else
+ {
+ this.m_Angle = Quaternion.Angle(tr.rotation, this.m_NetworkRotation);
+ }
+ }
+ }
+
+ if (this.m_SynchronizeScale)
+ {
+ tr.localScale = (Vector3)stream.ReceiveNext();
+ }
+
+ if (m_firstTake)
+ {
+ m_firstTake = false;
+ }
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Views/PhotonTransformView.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Views/PhotonTransformView.cs.meta
new file mode 100644
index 0000000..c6c45cb
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Views/PhotonTransformView.cs.meta
@@ -0,0 +1,10 @@
+fileFormatVersion: 2
+guid: 627855c7f81362d41938ffe0b1475957
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Views/PhotonTransformViewClassic.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Views/PhotonTransformViewClassic.cs
new file mode 100644
index 0000000..92f64aa
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/Views/PhotonTransformViewClassic.cs
@@ -0,0 +1,557 @@
+// ----------------------------------------------------------------------------
+// <copyright file="PhotonTransformViewClassic.cs" company="Exit Games GmbH">
+// PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH
+// </copyright>
+// <summary>
+// Component to synchronize Transforms via PUN PhotonView.
+// </summary>
+// <author>developer@exitgames.com</author>
+// ----------------------------------------------------------------------------
+
+
+namespace Photon.Pun
+{
+ using UnityEngine;
+ using System.Collections.Generic;
+
+
+ /// <summary>
+ /// This class helps you to synchronize position, rotation and scale
+ /// of a GameObject. It also gives you many different options to make
+ /// the synchronized values appear smooth, even when the data is only
+ /// send a couple of times per second.
+ /// Simply add the component to your GameObject and make sure that
+ /// the PhotonTransformViewClassic is added to the list of observed components
+ /// </summary>
+ [AddComponentMenu("Photon Networking/Photon Transform View Classic")]
+ public class PhotonTransformViewClassic : MonoBehaviourPun, IPunObservable
+ {
+ //As this component is very complex, we separated it into multiple classes.
+ //The PositionModel, RotationModel and ScaleMode store the data you are able to
+ //configure in the inspector while the "control" objects below are actually moving
+ //the object and calculating all the inter- and extrapolation
+
+ [HideInInspector]
+ public PhotonTransformViewPositionModel m_PositionModel = new PhotonTransformViewPositionModel();
+
+ [HideInInspector]
+ public PhotonTransformViewRotationModel m_RotationModel = new PhotonTransformViewRotationModel();
+
+ [HideInInspector]
+ public PhotonTransformViewScaleModel m_ScaleModel = new PhotonTransformViewScaleModel();
+
+ PhotonTransformViewPositionControl m_PositionControl;
+ PhotonTransformViewRotationControl m_RotationControl;
+ PhotonTransformViewScaleControl m_ScaleControl;
+
+ PhotonView m_PhotonView;
+
+ bool m_ReceivedNetworkUpdate = false;
+
+ /// <summary>
+ /// Flag to skip initial data when Object is instantiated and rely on the first deserialized data instead.
+ /// </summary>
+ bool m_firstTake = false;
+
+ void Awake()
+ {
+ this.m_PhotonView = GetComponent<PhotonView>();
+
+ this.m_PositionControl = new PhotonTransformViewPositionControl(this.m_PositionModel);
+ this.m_RotationControl = new PhotonTransformViewRotationControl(this.m_RotationModel);
+ this.m_ScaleControl = new PhotonTransformViewScaleControl(this.m_ScaleModel);
+ }
+
+ void OnEnable()
+ {
+ m_firstTake = true;
+ }
+
+ void Update()
+ {
+ if (this.m_PhotonView == null || this.m_PhotonView.IsMine == true || PhotonNetwork.IsConnectedAndReady == false)
+ {
+ return;
+ }
+
+ this.UpdatePosition();
+ this.UpdateRotation();
+ this.UpdateScale();
+ }
+
+ void UpdatePosition()
+ {
+ if (this.m_PositionModel.SynchronizeEnabled == false || this.m_ReceivedNetworkUpdate == false)
+ {
+ return;
+ }
+
+ transform.localPosition = this.m_PositionControl.UpdatePosition(transform.localPosition);
+ }
+
+ void UpdateRotation()
+ {
+ if (this.m_RotationModel.SynchronizeEnabled == false || this.m_ReceivedNetworkUpdate == false)
+ {
+ return;
+ }
+
+ transform.localRotation = this.m_RotationControl.GetRotation(transform.localRotation);
+ }
+
+ void UpdateScale()
+ {
+ if (this.m_ScaleModel.SynchronizeEnabled == false || this.m_ReceivedNetworkUpdate == false)
+ {
+ return;
+ }
+
+ transform.localScale = this.m_ScaleControl.GetScale(transform.localScale);
+ }
+
+ /// <summary>
+ /// These values are synchronized to the remote objects if the interpolation mode
+ /// or the extrapolation mode SynchronizeValues is used. Your movement script should pass on
+ /// the current speed (in units/second) and turning speed (in angles/second) so the remote
+ /// object can use them to predict the objects movement.
+ /// </summary>
+ /// <param name="speed">The current movement vector of the object in units/second.</param>
+ /// <param name="turnSpeed">The current turn speed of the object in angles/second.</param>
+ public void SetSynchronizedValues(Vector3 speed, float turnSpeed)
+ {
+ this.m_PositionControl.SetSynchronizedValues(speed, turnSpeed);
+ }
+
+
+ public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
+ {
+ this.m_PositionControl.OnPhotonSerializeView(transform.localPosition, stream, info);
+ this.m_RotationControl.OnPhotonSerializeView(transform.localRotation, stream, info);
+ this.m_ScaleControl.OnPhotonSerializeView(transform.localScale, stream, info);
+
+ if (stream.IsReading == true)
+ {
+ this.m_ReceivedNetworkUpdate = true;
+
+ // force latest data to avoid initial drifts when player is instantiated.
+ if (m_firstTake)
+ {
+ m_firstTake = false;
+
+ if (this.m_PositionModel.SynchronizeEnabled)
+ {
+ this.transform.localPosition = this.m_PositionControl.GetNetworkPosition();
+ }
+
+ if (this.m_RotationModel.SynchronizeEnabled)
+ {
+ this.transform.localRotation = this.m_RotationControl.GetNetworkRotation();
+ }
+
+ if (this.m_ScaleModel.SynchronizeEnabled)
+ {
+ this.transform.localScale = this.m_ScaleControl.GetNetworkScale();
+ }
+ }
+ }
+ }
+ }
+
+
+ [System.Serializable]
+ public class PhotonTransformViewPositionModel
+ {
+ public enum InterpolateOptions
+ {
+ Disabled,
+ FixedSpeed,
+ EstimatedSpeed,
+ SynchronizeValues,
+ Lerp
+ }
+
+
+ public enum ExtrapolateOptions
+ {
+ Disabled,
+ SynchronizeValues,
+ EstimateSpeedAndTurn,
+ FixedSpeed,
+ }
+
+
+ public bool SynchronizeEnabled;
+
+ public bool TeleportEnabled = true;
+ public float TeleportIfDistanceGreaterThan = 3f;
+
+ public InterpolateOptions InterpolateOption = InterpolateOptions.EstimatedSpeed;
+ public float InterpolateMoveTowardsSpeed = 1f;
+
+ public float InterpolateLerpSpeed = 1f;
+
+ public ExtrapolateOptions ExtrapolateOption = ExtrapolateOptions.Disabled;
+ public float ExtrapolateSpeed = 1f;
+ public bool ExtrapolateIncludingRoundTripTime = true;
+ public int ExtrapolateNumberOfStoredPositions = 1;
+ }
+
+ public class PhotonTransformViewPositionControl
+ {
+ PhotonTransformViewPositionModel m_Model;
+ float m_CurrentSpeed;
+ double m_LastSerializeTime;
+ Vector3 m_SynchronizedSpeed = Vector3.zero;
+ float m_SynchronizedTurnSpeed = 0;
+
+ Vector3 m_NetworkPosition;
+ Queue<Vector3> m_OldNetworkPositions = new Queue<Vector3>();
+
+ bool m_UpdatedPositionAfterOnSerialize = true;
+
+ public PhotonTransformViewPositionControl(PhotonTransformViewPositionModel model)
+ {
+ m_Model = model;
+ }
+
+ Vector3 GetOldestStoredNetworkPosition()
+ {
+ Vector3 oldPosition = m_NetworkPosition;
+
+ if (m_OldNetworkPositions.Count > 0)
+ {
+ oldPosition = m_OldNetworkPositions.Peek();
+ }
+
+ return oldPosition;
+ }
+
+ /// <summary>
+ /// These values are synchronized to the remote objects if the interpolation mode
+ /// or the extrapolation mode SynchronizeValues is used. Your movement script should pass on
+ /// the current speed (in units/second) and turning speed (in angles/second) so the remote
+ /// object can use them to predict the objects movement.
+ /// </summary>
+ /// <param name="speed">The current movement vector of the object in units/second.</param>
+ /// <param name="turnSpeed">The current turn speed of the object in angles/second.</param>
+ public void SetSynchronizedValues(Vector3 speed, float turnSpeed)
+ {
+ m_SynchronizedSpeed = speed;
+ m_SynchronizedTurnSpeed = turnSpeed;
+ }
+
+ /// <summary>
+ /// Calculates the new position based on the values setup in the inspector
+ /// </summary>
+ /// <param name="currentPosition">The current position.</param>
+ /// <returns>The new position.</returns>
+ public Vector3 UpdatePosition(Vector3 currentPosition)
+ {
+ Vector3 targetPosition = GetNetworkPosition() + GetExtrapolatedPositionOffset();
+
+ switch (m_Model.InterpolateOption)
+ {
+ case PhotonTransformViewPositionModel.InterpolateOptions.Disabled:
+ if (m_UpdatedPositionAfterOnSerialize == false)
+ {
+ currentPosition = targetPosition;
+ m_UpdatedPositionAfterOnSerialize = true;
+ }
+
+ break;
+
+ case PhotonTransformViewPositionModel.InterpolateOptions.FixedSpeed:
+ currentPosition = Vector3.MoveTowards(currentPosition, targetPosition, Time.deltaTime * m_Model.InterpolateMoveTowardsSpeed);
+ break;
+
+ case PhotonTransformViewPositionModel.InterpolateOptions.EstimatedSpeed:
+ if (m_OldNetworkPositions.Count == 0)
+ {
+ // special case: we have no previous updates in memory, so we can't guess a speed!
+ break;
+ }
+
+ // knowing the last (incoming) position and the one before, we can guess a speed.
+ // note that the speed is times sendRateOnSerialize! we send X updates/sec, so our estimate has to factor that in.
+ float estimatedSpeed = (Vector3.Distance(m_NetworkPosition, GetOldestStoredNetworkPosition()) / m_OldNetworkPositions.Count) * PhotonNetwork.SerializationRate;
+
+ // move towards the targetPosition (including estimates, if that's active) with the speed calculated from the last updates.
+ currentPosition = Vector3.MoveTowards(currentPosition, targetPosition, Time.deltaTime * estimatedSpeed);
+ break;
+
+ case PhotonTransformViewPositionModel.InterpolateOptions.SynchronizeValues:
+ if (m_SynchronizedSpeed.magnitude == 0)
+ {
+ currentPosition = targetPosition;
+ }
+ else
+ {
+ currentPosition = Vector3.MoveTowards(currentPosition, targetPosition, Time.deltaTime * m_SynchronizedSpeed.magnitude);
+ }
+
+ break;
+
+ case PhotonTransformViewPositionModel.InterpolateOptions.Lerp:
+ currentPosition = Vector3.Lerp(currentPosition, targetPosition, Time.deltaTime * m_Model.InterpolateLerpSpeed);
+ break;
+ }
+
+ if (m_Model.TeleportEnabled == true)
+ {
+ if (Vector3.Distance(currentPosition, GetNetworkPosition()) > m_Model.TeleportIfDistanceGreaterThan)
+ {
+ currentPosition = GetNetworkPosition();
+ }
+ }
+
+ return currentPosition;
+ }
+
+ /// <summary>
+ /// Gets the last position that was received through the network
+ /// </summary>
+ /// <returns></returns>
+ public Vector3 GetNetworkPosition()
+ {
+ return m_NetworkPosition;
+ }
+
+ /// <summary>
+ /// Calculates an estimated position based on the last synchronized position,
+ /// the time when the last position was received and the movement speed of the object
+ /// </summary>
+ /// <returns>Estimated position of the remote object</returns>
+ public Vector3 GetExtrapolatedPositionOffset()
+ {
+ float timePassed = (float)(PhotonNetwork.Time - m_LastSerializeTime);
+
+ if (m_Model.ExtrapolateIncludingRoundTripTime == true)
+ {
+ timePassed += (float)PhotonNetwork.GetPing() / 1000f;
+ }
+
+ Vector3 extrapolatePosition = Vector3.zero;
+
+ switch (m_Model.ExtrapolateOption)
+ {
+ case PhotonTransformViewPositionModel.ExtrapolateOptions.SynchronizeValues:
+ Quaternion turnRotation = Quaternion.Euler(0, m_SynchronizedTurnSpeed * timePassed, 0);
+ extrapolatePosition = turnRotation * (m_SynchronizedSpeed * timePassed);
+ break;
+ case PhotonTransformViewPositionModel.ExtrapolateOptions.FixedSpeed:
+ Vector3 moveDirection = (m_NetworkPosition - GetOldestStoredNetworkPosition()).normalized;
+
+ extrapolatePosition = moveDirection * m_Model.ExtrapolateSpeed * timePassed;
+ break;
+ case PhotonTransformViewPositionModel.ExtrapolateOptions.EstimateSpeedAndTurn:
+ Vector3 moveDelta = (m_NetworkPosition - GetOldestStoredNetworkPosition()) * PhotonNetwork.SerializationRate;
+ extrapolatePosition = moveDelta * timePassed;
+ break;
+ }
+
+ return extrapolatePosition;
+ }
+
+ public void OnPhotonSerializeView(Vector3 currentPosition, PhotonStream stream, PhotonMessageInfo info)
+ {
+ if (m_Model.SynchronizeEnabled == false)
+ {
+ return;
+ }
+
+ if (stream.IsWriting == true)
+ {
+ SerializeData(currentPosition, stream, info);
+ }
+ else
+ {
+ DeserializeData(stream, info);
+ }
+
+ m_LastSerializeTime = PhotonNetwork.Time;
+ m_UpdatedPositionAfterOnSerialize = false;
+ }
+
+ void SerializeData(Vector3 currentPosition, PhotonStream stream, PhotonMessageInfo info)
+ {
+ stream.SendNext(currentPosition);
+ m_NetworkPosition = currentPosition;
+
+ if (m_Model.ExtrapolateOption == PhotonTransformViewPositionModel.ExtrapolateOptions.SynchronizeValues ||
+ m_Model.InterpolateOption == PhotonTransformViewPositionModel.InterpolateOptions.SynchronizeValues)
+ {
+ stream.SendNext(m_SynchronizedSpeed);
+ stream.SendNext(m_SynchronizedTurnSpeed);
+ }
+ }
+
+ void DeserializeData(PhotonStream stream, PhotonMessageInfo info)
+ {
+ Vector3 readPosition = (Vector3)stream.ReceiveNext();
+ if (m_Model.ExtrapolateOption == PhotonTransformViewPositionModel.ExtrapolateOptions.SynchronizeValues ||
+ m_Model.InterpolateOption == PhotonTransformViewPositionModel.InterpolateOptions.SynchronizeValues)
+ {
+ m_SynchronizedSpeed = (Vector3)stream.ReceiveNext();
+ m_SynchronizedTurnSpeed = (float)stream.ReceiveNext();
+ }
+
+ if (m_OldNetworkPositions.Count == 0)
+ {
+ // if we don't have old positions yet, this is the very first update this client reads. let's use this as current AND old position.
+ m_NetworkPosition = readPosition;
+ }
+
+ // the previously received position becomes the old(er) one and queued. the new one is the m_NetworkPosition
+ m_OldNetworkPositions.Enqueue(m_NetworkPosition);
+ m_NetworkPosition = readPosition;
+
+ // reduce items in queue to defined number of stored positions.
+ while (m_OldNetworkPositions.Count > m_Model.ExtrapolateNumberOfStoredPositions)
+ {
+ m_OldNetworkPositions.Dequeue();
+ }
+ }
+ }
+
+
+ [System.Serializable]
+ public class PhotonTransformViewRotationModel
+ {
+ public enum InterpolateOptions
+ {
+ Disabled,
+ RotateTowards,
+ Lerp,
+ }
+
+
+ public bool SynchronizeEnabled;
+
+ public InterpolateOptions InterpolateOption = InterpolateOptions.RotateTowards;
+ public float InterpolateRotateTowardsSpeed = 180;
+ public float InterpolateLerpSpeed = 5;
+ }
+
+ public class PhotonTransformViewRotationControl
+ {
+ PhotonTransformViewRotationModel m_Model;
+ Quaternion m_NetworkRotation;
+
+ public PhotonTransformViewRotationControl(PhotonTransformViewRotationModel model)
+ {
+ m_Model = model;
+ }
+
+ /// <summary>
+ /// Gets the last rotation that was received through the network
+ /// </summary>
+ /// <returns></returns>
+ public Quaternion GetNetworkRotation()
+ {
+ return m_NetworkRotation;
+ }
+
+ public Quaternion GetRotation(Quaternion currentRotation)
+ {
+ switch (m_Model.InterpolateOption)
+ {
+ default:
+ case PhotonTransformViewRotationModel.InterpolateOptions.Disabled:
+ return m_NetworkRotation;
+ case PhotonTransformViewRotationModel.InterpolateOptions.RotateTowards:
+ return Quaternion.RotateTowards(currentRotation, m_NetworkRotation, m_Model.InterpolateRotateTowardsSpeed * Time.deltaTime);
+ case PhotonTransformViewRotationModel.InterpolateOptions.Lerp:
+ return Quaternion.Lerp(currentRotation, m_NetworkRotation, m_Model.InterpolateLerpSpeed * Time.deltaTime);
+ }
+ }
+
+ public void OnPhotonSerializeView(Quaternion currentRotation, PhotonStream stream, PhotonMessageInfo info)
+ {
+ if (m_Model.SynchronizeEnabled == false)
+ {
+ return;
+ }
+
+ if (stream.IsWriting == true)
+ {
+ stream.SendNext(currentRotation);
+ m_NetworkRotation = currentRotation;
+ }
+ else
+ {
+ m_NetworkRotation = (Quaternion)stream.ReceiveNext();
+ }
+ }
+ }
+
+
+ [System.Serializable]
+ public class PhotonTransformViewScaleModel
+ {
+ public enum InterpolateOptions
+ {
+ Disabled,
+ MoveTowards,
+ Lerp,
+ }
+
+
+ public bool SynchronizeEnabled;
+
+ public InterpolateOptions InterpolateOption = InterpolateOptions.Disabled;
+ public float InterpolateMoveTowardsSpeed = 1f;
+ public float InterpolateLerpSpeed;
+ }
+
+ public class PhotonTransformViewScaleControl
+ {
+ PhotonTransformViewScaleModel m_Model;
+ Vector3 m_NetworkScale = Vector3.one;
+
+ public PhotonTransformViewScaleControl(PhotonTransformViewScaleModel model)
+ {
+ m_Model = model;
+ }
+
+ /// <summary>
+ /// Gets the last scale that was received through the network
+ /// </summary>
+ /// <returns></returns>
+ public Vector3 GetNetworkScale()
+ {
+ return m_NetworkScale;
+ }
+
+ public Vector3 GetScale(Vector3 currentScale)
+ {
+ switch (m_Model.InterpolateOption)
+ {
+ default:
+ case PhotonTransformViewScaleModel.InterpolateOptions.Disabled:
+ return m_NetworkScale;
+ case PhotonTransformViewScaleModel.InterpolateOptions.MoveTowards:
+ return Vector3.MoveTowards(currentScale, m_NetworkScale, m_Model.InterpolateMoveTowardsSpeed * Time.deltaTime);
+ case PhotonTransformViewScaleModel.InterpolateOptions.Lerp:
+ return Vector3.Lerp(currentScale, m_NetworkScale, m_Model.InterpolateLerpSpeed * Time.deltaTime);
+ }
+ }
+
+ public void OnPhotonSerializeView(Vector3 currentScale, PhotonStream stream, PhotonMessageInfo info)
+ {
+ if (m_Model.SynchronizeEnabled == false)
+ {
+ return;
+ }
+
+ if (stream.IsWriting == true)
+ {
+ stream.SendNext(currentScale);
+ m_NetworkScale = currentScale;
+ }
+ else
+ {
+ m_NetworkScale = (Vector3)stream.ReceiveNext();
+ }
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scenes/DemoAsteroids-LobbyScene.unity.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scenes/DemoAsteroids-LobbyScene.unity.meta
new file mode 100644
index 0000000..4ccbbc7
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scenes/DemoAsteroids-LobbyScene.unity.meta
@@ -0,0 +1,8 @@
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts.meta
new file mode 100644
index 0000000..5e14af3
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts.meta
@@ -0,0 +1,9 @@
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/AsteroidsGame.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/AsteroidsGame.cs
new file mode 100644
index 0000000..52d6de1
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/AsteroidsGame.cs
@@ -0,0 +1,35 @@
+using UnityEngine;
+
+namespace Photon.Pun.Demo.Asteroids
+{
+ public class AsteroidsGame
+ {
+ public const float ASTEROIDS_MIN_SPAWN_TIME = 5.0f;
+ public const float ASTEROIDS_MAX_SPAWN_TIME = 10.0f;
+
+ public const float PLAYER_RESPAWN_TIME = 4.0f;
+
+ public const int PLAYER_MAX_LIVES = 3;
+
+ public const string PLAYER_LIVES = "PlayerLives";
+ public const string PLAYER_READY = "IsPlayerReady";
+ public const string PLAYER_LOADED_LEVEL = "PlayerLoadedLevel";
+
+ public static Color GetColor(int colorChoice)
+ {
+ switch (colorChoice)
+ {
+ case 0: return Color.red;
+ case 1: return Color.green;
+ case 2: return Color.blue;
+ case 3: return Color.yellow;
+ case 4: return Color.cyan;
+ case 5: return Color.grey;
+ case 6: return Color.magenta;
+ case 7: return Color.white;
+ }
+
+ return Color.black;
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/AsteroidsGame.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/AsteroidsGame.cs.meta
new file mode 100644
index 0000000..978301e
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/AsteroidsGame.cs.meta
@@ -0,0 +1,12 @@
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Game.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Game.meta
new file mode 100644
index 0000000..6d92a99
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Game.meta
@@ -0,0 +1,9 @@
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Game/Asteroid.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Game/Asteroid.cs
new file mode 100644
index 0000000..f191006
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Game/Asteroid.cs
@@ -0,0 +1,123 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="Asteroid.cs" company="Exit Games GmbH">
+// Part of: Asteroid Demo
+// </copyright>
+// <summary>
+// Asteroid Component
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+
+using Random = UnityEngine.Random;
+using Photon.Pun.UtilityScripts;
+
+namespace Photon.Pun.Demo.Asteroids
+{
+ public class Asteroid : MonoBehaviour
+ {
+ public bool isLargeAsteroid;
+
+ private bool isDestroyed;
+
+ private PhotonView photonView;
+
+#pragma warning disable 0109
+ private new Rigidbody rigidbody;
+#pragma warning restore 0109
+
+ #region UNITY
+
+ public void Awake()
+ {
+ photonView = GetComponent<PhotonView>();
+
+ rigidbody = GetComponent<Rigidbody>();
+
+ if (photonView.InstantiationData != null)
+ {
+ rigidbody.AddForce((Vector3) photonView.InstantiationData[0]);
+ rigidbody.AddTorque((Vector3) photonView.InstantiationData[1]);
+
+ isLargeAsteroid = (bool) photonView.InstantiationData[2];
+ }
+ }
+
+ public void Update()
+ {
+ if (!photonView.IsMine)
+ {
+ return;
+ }
+
+ if (Mathf.Abs(transform.position.x) > Camera.main.orthographicSize * Camera.main.aspect || Mathf.Abs(transform.position.z) > Camera.main.orthographicSize)
+ {
+ // Out of the screen
+ PhotonNetwork.Destroy(gameObject);
+ }
+ }
+
+ public void OnCollisionEnter(Collision collision)
+ {
+ if (isDestroyed)
+ {
+ return;
+ }
+
+ if (collision.gameObject.CompareTag("Bullet"))
+ {
+ if (photonView.IsMine)
+ {
+ Bullet bullet = collision.gameObject.GetComponent<Bullet>();
+ bullet.Owner.AddScore(isLargeAsteroid ? 2 : 1);
+
+ DestroyAsteroidGlobally();
+ }
+ else
+ {
+ DestroyAsteroidLocally();
+ }
+ }
+ else if (collision.gameObject.CompareTag("Player"))
+ {
+ if (photonView.IsMine)
+ {
+ collision.gameObject.GetComponent<PhotonView>().RPC("DestroySpaceship", RpcTarget.All);
+
+ DestroyAsteroidGlobally();
+ }
+ }
+ }
+
+ #endregion
+
+ private void DestroyAsteroidGlobally()
+ {
+ isDestroyed = true;
+
+ if (isLargeAsteroid)
+ {
+ int numberToSpawn = Random.Range(3, 6);
+
+ for (int counter = 0; counter < numberToSpawn; ++counter)
+ {
+ Vector3 force = Quaternion.Euler(0, counter * 360.0f / numberToSpawn, 0) * Vector3.forward * Random.Range(0.5f, 1.5f) * 300.0f;
+ Vector3 torque = Random.insideUnitSphere * Random.Range(500.0f, 1500.0f);
+ object[] instantiationData = {force, torque, false, PhotonNetwork.Time};
+
+ PhotonNetwork.InstantiateRoomObject("SmallAsteroid", transform.position + force.normalized * 10.0f, Quaternion.Euler(0, Random.value * 180.0f, 0), 0, instantiationData);
+ }
+ }
+
+ PhotonNetwork.Destroy(gameObject);
+ }
+
+ private void DestroyAsteroidLocally()
+ {
+ isDestroyed = true;
+
+ GetComponent<Renderer>().enabled = false;
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Game/Asteroid.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Game/Asteroid.cs.meta
new file mode 100644
index 0000000..6778bcf
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Game/Asteroid.cs.meta
@@ -0,0 +1,12 @@
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Game/AsteroidsGameManager.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Game/AsteroidsGameManager.cs
new file mode 100644
index 0000000..8cff2ca
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Game/AsteroidsGameManager.cs
@@ -0,0 +1,267 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="AsteroidsGameManager.cs" company="Exit Games GmbH">
+// Part of: Asteroid demo
+// </copyright>
+// <summary>
+// Game Manager for the Asteroid Demo
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using System.Collections;
+
+using UnityEngine;
+using UnityEngine.UI;
+
+using Photon.Realtime;
+using Photon.Pun.UtilityScripts;
+using Hashtable = ExitGames.Client.Photon.Hashtable;
+
+namespace Photon.Pun.Demo.Asteroids
+{
+ public class AsteroidsGameManager : MonoBehaviourPunCallbacks
+ {
+ public static AsteroidsGameManager Instance = null;
+
+ public Text InfoText;
+
+ public GameObject[] AsteroidPrefabs;
+
+ #region UNITY
+
+ public void Awake()
+ {
+ Instance = this;
+ }
+
+ public override void OnEnable()
+ {
+ base.OnEnable();
+
+ CountdownTimer.OnCountdownTimerHasExpired += OnCountdownTimerIsExpired;
+ }
+
+ public void Start()
+ {
+ Hashtable props = new Hashtable
+ {
+ {AsteroidsGame.PLAYER_LOADED_LEVEL, true}
+ };
+ PhotonNetwork.LocalPlayer.SetCustomProperties(props);
+ }
+
+ public override void OnDisable()
+ {
+ base.OnDisable();
+
+ CountdownTimer.OnCountdownTimerHasExpired -= OnCountdownTimerIsExpired;
+ }
+
+ #endregion
+
+ #region COROUTINES
+
+ private IEnumerator SpawnAsteroid()
+ {
+ while (true)
+ {
+ yield return new WaitForSeconds(Random.Range(AsteroidsGame.ASTEROIDS_MIN_SPAWN_TIME, AsteroidsGame.ASTEROIDS_MAX_SPAWN_TIME));
+
+ Vector2 direction = Random.insideUnitCircle;
+ Vector3 position = Vector3.zero;
+
+ if (Mathf.Abs(direction.x) > Mathf.Abs(direction.y))
+ {
+ // Make it appear on the left/right side
+ position = new Vector3(Mathf.Sign(direction.x) * Camera.main.orthographicSize * Camera.main.aspect, 0, direction.y * Camera.main.orthographicSize);
+ }
+ else
+ {
+ // Make it appear on the top/bottom
+ position = new Vector3(direction.x * Camera.main.orthographicSize * Camera.main.aspect, 0, Mathf.Sign(direction.y) * Camera.main.orthographicSize);
+ }
+
+ // Offset slightly so we are not out of screen at creation time (as it would destroy the asteroid right away)
+ position -= position.normalized * 0.1f;
+
+
+ Vector3 force = -position.normalized * 1000.0f;
+ Vector3 torque = Random.insideUnitSphere * Random.Range(500.0f, 1500.0f);
+ object[] instantiationData = {force, torque, true};
+
+ PhotonNetwork.InstantiateRoomObject("BigAsteroid", position, Quaternion.Euler(Random.value * 360.0f, Random.value * 360.0f, Random.value * 360.0f), 0, instantiationData);
+ }
+ }
+
+ private IEnumerator EndOfGame(string winner, int score)
+ {
+ float timer = 5.0f;
+
+ while (timer > 0.0f)
+ {
+ InfoText.text = string.Format("Player {0} won with {1} points.\n\n\nReturning to login screen in {2} seconds.", winner, score, timer.ToString("n2"));
+
+ yield return new WaitForEndOfFrame();
+
+ timer -= Time.deltaTime;
+ }
+
+ PhotonNetwork.LeaveRoom();
+ }
+
+ #endregion
+
+ #region PUN CALLBACKS
+
+ public override void OnDisconnected(DisconnectCause cause)
+ {
+ UnityEngine.SceneManagement.SceneManager.LoadScene("DemoAsteroids-LobbyScene");
+ }
+
+ public override void OnLeftRoom()
+ {
+ PhotonNetwork.Disconnect();
+ }
+
+ public override void OnMasterClientSwitched(Player newMasterClient)
+ {
+ if (PhotonNetwork.LocalPlayer.ActorNumber == newMasterClient.ActorNumber)
+ {
+ StartCoroutine(SpawnAsteroid());
+ }
+ }
+
+ public override void OnPlayerLeftRoom(Player otherPlayer)
+ {
+ CheckEndOfGame();
+ }
+
+ public override void OnPlayerPropertiesUpdate(Player targetPlayer, Hashtable changedProps)
+ {
+ if (changedProps.ContainsKey(AsteroidsGame.PLAYER_LIVES))
+ {
+ CheckEndOfGame();
+ return;
+ }
+
+ if (!PhotonNetwork.IsMasterClient)
+ {
+ return;
+ }
+
+
+ // if there was no countdown yet, the master client (this one) waits until everyone loaded the level and sets a timer start
+ int startTimestamp;
+ bool startTimeIsSet = CountdownTimer.TryGetStartTime(out startTimestamp);
+
+ if (changedProps.ContainsKey(AsteroidsGame.PLAYER_LOADED_LEVEL))
+ {
+ if (CheckAllPlayerLoadedLevel())
+ {
+ if (!startTimeIsSet)
+ {
+ CountdownTimer.SetStartTime();
+ }
+ }
+ else
+ {
+ // not all players loaded yet. wait:
+ Debug.Log("setting text waiting for players! ",this.InfoText);
+ InfoText.text = "Waiting for other players...";
+ }
+ }
+
+ }
+
+ #endregion
+
+
+ // called by OnCountdownTimerIsExpired() when the timer ended
+ private void StartGame()
+ {
+ Debug.Log("StartGame!");
+
+ // on rejoin, we have to figure out if the spaceship exists or not
+ // if this is a rejoin (the ship is already network instantiated and will be setup via event) we don't need to call PN.Instantiate
+
+
+ float angularStart = (360.0f / PhotonNetwork.CurrentRoom.PlayerCount) * PhotonNetwork.LocalPlayer.GetPlayerNumber();
+ float x = 20.0f * Mathf.Sin(angularStart * Mathf.Deg2Rad);
+ float z = 20.0f * Mathf.Cos(angularStart * Mathf.Deg2Rad);
+ Vector3 position = new Vector3(x, 0.0f, z);
+ Quaternion rotation = Quaternion.Euler(0.0f, angularStart, 0.0f);
+
+ PhotonNetwork.Instantiate("Spaceship", position, rotation, 0); // avoid this call on rejoin (ship was network instantiated before)
+
+ if (PhotonNetwork.IsMasterClient)
+ {
+ StartCoroutine(SpawnAsteroid());
+ }
+ }
+
+ private bool CheckAllPlayerLoadedLevel()
+ {
+ foreach (Player p in PhotonNetwork.PlayerList)
+ {
+ object playerLoadedLevel;
+
+ if (p.CustomProperties.TryGetValue(AsteroidsGame.PLAYER_LOADED_LEVEL, out playerLoadedLevel))
+ {
+ if ((bool) playerLoadedLevel)
+ {
+ continue;
+ }
+ }
+
+ return false;
+ }
+
+ return true;
+ }
+
+ private void CheckEndOfGame()
+ {
+ bool allDestroyed = true;
+
+ foreach (Player p in PhotonNetwork.PlayerList)
+ {
+ object lives;
+ if (p.CustomProperties.TryGetValue(AsteroidsGame.PLAYER_LIVES, out lives))
+ {
+ if ((int) lives > 0)
+ {
+ allDestroyed = false;
+ break;
+ }
+ }
+ }
+
+ if (allDestroyed)
+ {
+ if (PhotonNetwork.IsMasterClient)
+ {
+ StopAllCoroutines();
+ }
+
+ string winner = "";
+ int score = -1;
+
+ foreach (Player p in PhotonNetwork.PlayerList)
+ {
+ if (p.GetScore() > score)
+ {
+ winner = p.NickName;
+ score = p.GetScore();
+ }
+ }
+
+ StartCoroutine(EndOfGame(winner, score));
+ }
+ }
+
+ private void OnCountdownTimerIsExpired()
+ {
+ StartGame();
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Game/AsteroidsGameManager.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Game/AsteroidsGameManager.cs.meta
new file mode 100644
index 0000000..5647089
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Game/AsteroidsGameManager.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 86aba39379844aa428b0d3c0a3d92534
+timeCreated: 1505219187
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Game/Bullet.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Game/Bullet.cs
new file mode 100644
index 0000000..07d9d72
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Game/Bullet.cs
@@ -0,0 +1,31 @@
+using Photon.Realtime;
+using UnityEngine;
+
+namespace Photon.Pun.Demo.Asteroids
+{
+ public class Bullet : MonoBehaviour
+ {
+ public Player Owner { get; private set; }
+
+ public void Start()
+ {
+ Destroy(gameObject, 3.0f);
+ }
+
+ public void OnCollisionEnter(Collision collision)
+ {
+ Destroy(gameObject);
+ }
+
+ public void InitializeBullet(Player owner, Vector3 originalDirection, float lag)
+ {
+ Owner = owner;
+
+ transform.forward = originalDirection;
+
+ Rigidbody rigidbody = GetComponent<Rigidbody>();
+ rigidbody.velocity = originalDirection * 200.0f;
+ rigidbody.position += rigidbody.velocity * lag;
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Game/Bullet.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Game/Bullet.cs.meta
new file mode 100644
index 0000000..f51738b
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Game/Bullet.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 6321a7d9112988841b7223ac6a925bfc
+timeCreated: 1505219203
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Game/PlayerOverviewPanel.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Game/PlayerOverviewPanel.cs
new file mode 100644
index 0000000..aaca684
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Game/PlayerOverviewPanel.cs
@@ -0,0 +1,71 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="PlayerNumbering.cs" company="Exit Games GmbH">
+// Part of: Asteroid Demo,
+// </copyright>
+// <summary>
+// Player Overview Panel
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using System.Collections.Generic;
+
+using UnityEngine;
+using UnityEngine.UI;
+
+using ExitGames.Client.Photon;
+using Photon.Realtime;
+using Photon.Pun.UtilityScripts;
+
+namespace Photon.Pun.Demo.Asteroids
+{
+ public class PlayerOverviewPanel : MonoBehaviourPunCallbacks
+ {
+ public GameObject PlayerOverviewEntryPrefab;
+
+ private Dictionary<int, GameObject> playerListEntries;
+
+ #region UNITY
+
+ public void Awake()
+ {
+ playerListEntries = new Dictionary<int, GameObject>();
+
+ foreach (Player p in PhotonNetwork.PlayerList)
+ {
+ GameObject entry = Instantiate(PlayerOverviewEntryPrefab);
+ entry.transform.SetParent(gameObject.transform);
+ entry.transform.localScale = Vector3.one;
+ entry.GetComponent<Text>().color = AsteroidsGame.GetColor(p.GetPlayerNumber());
+ entry.GetComponent<Text>().text = string.Format("{0}\nScore: {1}\nLives: {2}", p.NickName, p.GetScore(), AsteroidsGame.PLAYER_MAX_LIVES);
+
+ playerListEntries.Add(p.ActorNumber, entry);
+ }
+ }
+
+ #endregion
+
+ #region PUN CALLBACKS
+
+ public override void OnPlayerLeftRoom(Player otherPlayer)
+ {
+ GameObject go = null;
+ if (this.playerListEntries.TryGetValue(otherPlayer.ActorNumber, out go))
+ {
+ Destroy(playerListEntries[otherPlayer.ActorNumber]);
+ playerListEntries.Remove(otherPlayer.ActorNumber);
+ }
+ }
+
+ public override void OnPlayerPropertiesUpdate(Player targetPlayer, Hashtable changedProps)
+ {
+ GameObject entry;
+ if (playerListEntries.TryGetValue(targetPlayer.ActorNumber, out entry))
+ {
+ entry.GetComponent<Text>().text = string.Format("{0}\nScore: {1}\nLives: {2}", targetPlayer.NickName, targetPlayer.GetScore(), targetPlayer.CustomProperties[AsteroidsGame.PLAYER_LIVES]);
+ }
+ }
+
+ #endregion
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Game/PlayerOverviewPanel.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Game/PlayerOverviewPanel.cs.meta
new file mode 100644
index 0000000..6ded121
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Game/PlayerOverviewPanel.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: b579f4077cd5953489882224d803b137
+timeCreated: 1505982910
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Game/Spaceship.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Game/Spaceship.cs
new file mode 100644
index 0000000..523b9cd
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Game/Spaceship.cs
@@ -0,0 +1,220 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="Spaceship.cs" company="Exit Games GmbH">
+// Part of: Asteroid Demo,
+// </copyright>
+// <summary>
+// Spaceship
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using System.Collections;
+
+using UnityEngine;
+
+using Photon.Pun.UtilityScripts;
+using Hashtable = ExitGames.Client.Photon.Hashtable;
+
+namespace Photon.Pun.Demo.Asteroids
+{
+ public class Spaceship : MonoBehaviour
+ {
+ public float RotationSpeed = 90.0f;
+ public float MovementSpeed = 2.0f;
+ public float MaxSpeed = 0.2f;
+
+ public ParticleSystem Destruction;
+ public GameObject EngineTrail;
+ public GameObject BulletPrefab;
+
+ private PhotonView photonView;
+
+#pragma warning disable 0109
+ private new Rigidbody rigidbody;
+ private new Collider collider;
+ private new Renderer renderer;
+#pragma warning restore 0109
+
+ private float rotation = 0.0f;
+ private float acceleration = 0.0f;
+ private float shootingTimer = 0.0f;
+
+ private bool controllable = true;
+
+ #region UNITY
+
+ public void Awake()
+ {
+ photonView = GetComponent<PhotonView>();
+
+ rigidbody = GetComponent<Rigidbody>();
+ collider = GetComponent<Collider>();
+ renderer = GetComponent<Renderer>();
+ }
+
+ public void Start()
+ {
+ foreach (Renderer r in GetComponentsInChildren<Renderer>())
+ {
+ r.material.color = AsteroidsGame.GetColor(photonView.Owner.GetPlayerNumber());
+ }
+ }
+
+ public void Update()
+ {
+ if (!photonView.AmOwner || !controllable)
+ {
+ return;
+ }
+
+ // we don't want the master client to apply input to remote ships while the remote player is inactive
+ if (this.photonView.CreatorActorNr != PhotonNetwork.LocalPlayer.ActorNumber)
+ {
+ return;
+ }
+
+ rotation = Input.GetAxis("Horizontal");
+ acceleration = Input.GetAxis("Vertical");
+
+ if (Input.GetButton("Jump") && shootingTimer <= 0.0)
+ {
+ shootingTimer = 0.2f;
+
+ photonView.RPC("Fire", RpcTarget.AllViaServer, rigidbody.position, rigidbody.rotation);
+ }
+
+ if (shootingTimer > 0.0f)
+ {
+ shootingTimer -= Time.deltaTime;
+ }
+ }
+
+ public void FixedUpdate()
+ {
+ if (!photonView.IsMine)
+ {
+ return;
+ }
+
+ if (!controllable)
+ {
+ return;
+ }
+
+ Quaternion rot = rigidbody.rotation * Quaternion.Euler(0, rotation * RotationSpeed * Time.fixedDeltaTime, 0);
+ rigidbody.MoveRotation(rot);
+
+ Vector3 force = (rot * Vector3.forward) * acceleration * 1000.0f * MovementSpeed * Time.fixedDeltaTime;
+ rigidbody.AddForce(force);
+
+ if (rigidbody.velocity.magnitude > (MaxSpeed * 1000.0f))
+ {
+ rigidbody.velocity = rigidbody.velocity.normalized * MaxSpeed * 1000.0f;
+ }
+
+ CheckExitScreen();
+ }
+
+ #endregion
+
+ #region COROUTINES
+
+ private IEnumerator WaitForRespawn()
+ {
+ yield return new WaitForSeconds(AsteroidsGame.PLAYER_RESPAWN_TIME);
+
+ photonView.RPC("RespawnSpaceship", RpcTarget.AllViaServer);
+ }
+
+ #endregion
+
+ #region PUN CALLBACKS
+
+ [PunRPC]
+ public void DestroySpaceship()
+ {
+ rigidbody.velocity = Vector3.zero;
+ rigidbody.angularVelocity = Vector3.zero;
+
+ collider.enabled = false;
+ renderer.enabled = false;
+
+ controllable = false;
+
+ EngineTrail.SetActive(false);
+ Destruction.Play();
+
+ if (photonView.IsMine)
+ {
+ object lives;
+ if (PhotonNetwork.LocalPlayer.CustomProperties.TryGetValue(AsteroidsGame.PLAYER_LIVES, out lives))
+ {
+ PhotonNetwork.LocalPlayer.SetCustomProperties(new Hashtable {{AsteroidsGame.PLAYER_LIVES, ((int) lives <= 1) ? 0 : ((int) lives - 1)}});
+
+ if (((int) lives) > 1)
+ {
+ StartCoroutine("WaitForRespawn");
+ }
+ }
+ }
+ }
+
+ [PunRPC]
+ public void Fire(Vector3 position, Quaternion rotation, PhotonMessageInfo info)
+ {
+ float lag = (float) (PhotonNetwork.Time - info.SentServerTime);
+ GameObject bullet;
+
+ /** Use this if you want to fire one bullet at a time **/
+ bullet = Instantiate(BulletPrefab, position, Quaternion.identity) as GameObject;
+ bullet.GetComponent<Bullet>().InitializeBullet(photonView.Owner, (rotation * Vector3.forward), Mathf.Abs(lag));
+
+
+ /** Use this if you want to fire two bullets at once **/
+ //Vector3 baseX = rotation * Vector3.right;
+ //Vector3 baseZ = rotation * Vector3.forward;
+
+ //Vector3 offsetLeft = -1.5f * baseX - 0.5f * baseZ;
+ //Vector3 offsetRight = 1.5f * baseX - 0.5f * baseZ;
+
+ //bullet = Instantiate(BulletPrefab, rigidbody.position + offsetLeft, Quaternion.identity) as GameObject;
+ //bullet.GetComponent<Bullet>().InitializeBullet(photonView.Owner, baseZ, Mathf.Abs(lag));
+ //bullet = Instantiate(BulletPrefab, rigidbody.position + offsetRight, Quaternion.identity) as GameObject;
+ //bullet.GetComponent<Bullet>().InitializeBullet(photonView.Owner, baseZ, Mathf.Abs(lag));
+ }
+
+ [PunRPC]
+ public void RespawnSpaceship()
+ {
+ collider.enabled = true;
+ renderer.enabled = true;
+
+ controllable = true;
+
+ EngineTrail.SetActive(true);
+ Destruction.Stop();
+ }
+
+ #endregion
+
+ private void CheckExitScreen()
+ {
+ if (Camera.main == null)
+ {
+ return;
+ }
+
+ if (Mathf.Abs(rigidbody.position.x) > (Camera.main.orthographicSize * Camera.main.aspect))
+ {
+ rigidbody.position = new Vector3(-Mathf.Sign(rigidbody.position.x) * Camera.main.orthographicSize * Camera.main.aspect, 0, rigidbody.position.z);
+ rigidbody.position -= rigidbody.position.normalized * 0.1f; // offset a little bit to avoid looping back & forth between the 2 edges
+ }
+
+ if (Mathf.Abs(rigidbody.position.z) > Camera.main.orthographicSize)
+ {
+ rigidbody.position = new Vector3(rigidbody.position.x, rigidbody.position.y, -Mathf.Sign(rigidbody.position.z) * Camera.main.orthographicSize);
+ rigidbody.position -= rigidbody.position.normalized * 0.1f; // offset a little bit to avoid looping back & forth between the 2 edges
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Game/Spaceship.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Game/Spaceship.cs.meta
new file mode 100644
index 0000000..55735ff
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Game/Spaceship.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: c565458f43b8ad4469a2ca341c210318
+timeCreated: 1505219195
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Lobby.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Lobby.meta
new file mode 100644
index 0000000..4a40ee1
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Lobby.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 7087de22e901cb24d91f7c256e564de6
+folderAsset: yes
+timeCreated: 1505225982
+licenseType: Store
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Lobby/LobbyMainPanel.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Lobby/LobbyMainPanel.cs
new file mode 100644
index 0000000..cab7eea
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Lobby/LobbyMainPanel.cs
@@ -0,0 +1,372 @@
+using ExitGames.Client.Photon;
+using Photon.Realtime;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+
+namespace Photon.Pun.Demo.Asteroids
+{
+ public class LobbyMainPanel : MonoBehaviourPunCallbacks
+ {
+ [Header("Login Panel")]
+ public GameObject LoginPanel;
+
+ public InputField PlayerNameInput;
+
+ [Header("Selection Panel")]
+ public GameObject SelectionPanel;
+
+ [Header("Create Room Panel")]
+ public GameObject CreateRoomPanel;
+
+ public InputField RoomNameInputField;
+ public InputField MaxPlayersInputField;
+
+ [Header("Join Random Room Panel")]
+ public GameObject JoinRandomRoomPanel;
+
+ [Header("Room List Panel")]
+ public GameObject RoomListPanel;
+
+ public GameObject RoomListContent;
+ public GameObject RoomListEntryPrefab;
+
+ [Header("Inside Room Panel")]
+ public GameObject InsideRoomPanel;
+
+ public Button StartGameButton;
+ public GameObject PlayerListEntryPrefab;
+
+ private Dictionary<string, RoomInfo> cachedRoomList;
+ private Dictionary<string, GameObject> roomListEntries;
+ private Dictionary<int, GameObject> playerListEntries;
+
+ #region UNITY
+
+ public void Awake()
+ {
+ PhotonNetwork.AutomaticallySyncScene = true;
+
+ cachedRoomList = new Dictionary<string, RoomInfo>();
+ roomListEntries = new Dictionary<string, GameObject>();
+
+ PlayerNameInput.text = "Player " + Random.Range(1000, 10000);
+ }
+
+ #endregion
+
+ #region PUN CALLBACKS
+
+ public override void OnConnectedToMaster()
+ {
+ this.SetActivePanel(SelectionPanel.name);
+ }
+
+ public override void OnRoomListUpdate(List<RoomInfo> roomList)
+ {
+ ClearRoomListView();
+
+ UpdateCachedRoomList(roomList);
+ UpdateRoomListView();
+ }
+
+ public override void OnJoinedLobby()
+ {
+ // whenever this joins a new lobby, clear any previous room lists
+ cachedRoomList.Clear();
+ ClearRoomListView();
+ }
+
+ // note: when a client joins / creates a room, OnLeftLobby does not get called, even if the client was in a lobby before
+ public override void OnLeftLobby()
+ {
+ cachedRoomList.Clear();
+ ClearRoomListView();
+ }
+
+ public override void OnCreateRoomFailed(short returnCode, string message)
+ {
+ SetActivePanel(SelectionPanel.name);
+ }
+
+ public override void OnJoinRoomFailed(short returnCode, string message)
+ {
+ SetActivePanel(SelectionPanel.name);
+ }
+
+ public override void OnJoinRandomFailed(short returnCode, string message)
+ {
+ string roomName = "Room " + Random.Range(1000, 10000);
+
+ RoomOptions options = new RoomOptions {MaxPlayers = 8};
+
+ PhotonNetwork.CreateRoom(roomName, options, null);
+ }
+
+ public override void OnJoinedRoom()
+ {
+ // joining (or entering) a room invalidates any cached lobby room list (even if LeaveLobby was not called due to just joining a room)
+ cachedRoomList.Clear();
+
+
+ SetActivePanel(InsideRoomPanel.name);
+
+ if (playerListEntries == null)
+ {
+ playerListEntries = new Dictionary<int, GameObject>();
+ }
+
+ foreach (Player p in PhotonNetwork.PlayerList)
+ {
+ GameObject entry = Instantiate(PlayerListEntryPrefab);
+ entry.transform.SetParent(InsideRoomPanel.transform);
+ entry.transform.localScale = Vector3.one;
+ entry.GetComponent<PlayerListEntry>().Initialize(p.ActorNumber, p.NickName);
+
+ object isPlayerReady;
+ if (p.CustomProperties.TryGetValue(AsteroidsGame.PLAYER_READY, out isPlayerReady))
+ {
+ entry.GetComponent<PlayerListEntry>().SetPlayerReady((bool) isPlayerReady);
+ }
+
+ playerListEntries.Add(p.ActorNumber, entry);
+ }
+
+ StartGameButton.gameObject.SetActive(CheckPlayersReady());
+
+ Hashtable props = new Hashtable
+ {
+ {AsteroidsGame.PLAYER_LOADED_LEVEL, false}
+ };
+ PhotonNetwork.LocalPlayer.SetCustomProperties(props);
+ }
+
+ public override void OnLeftRoom()
+ {
+ SetActivePanel(SelectionPanel.name);
+
+ foreach (GameObject entry in playerListEntries.Values)
+ {
+ Destroy(entry.gameObject);
+ }
+
+ playerListEntries.Clear();
+ playerListEntries = null;
+ }
+
+ public override void OnPlayerEnteredRoom(Player newPlayer)
+ {
+ GameObject entry = Instantiate(PlayerListEntryPrefab);
+ entry.transform.SetParent(InsideRoomPanel.transform);
+ entry.transform.localScale = Vector3.one;
+ entry.GetComponent<PlayerListEntry>().Initialize(newPlayer.ActorNumber, newPlayer.NickName);
+
+ playerListEntries.Add(newPlayer.ActorNumber, entry);
+
+ StartGameButton.gameObject.SetActive(CheckPlayersReady());
+ }
+
+ public override void OnPlayerLeftRoom(Player otherPlayer)
+ {
+ Destroy(playerListEntries[otherPlayer.ActorNumber].gameObject);
+ playerListEntries.Remove(otherPlayer.ActorNumber);
+
+ StartGameButton.gameObject.SetActive(CheckPlayersReady());
+ }
+
+ public override void OnMasterClientSwitched(Player newMasterClient)
+ {
+ if (PhotonNetwork.LocalPlayer.ActorNumber == newMasterClient.ActorNumber)
+ {
+ StartGameButton.gameObject.SetActive(CheckPlayersReady());
+ }
+ }
+
+ public override void OnPlayerPropertiesUpdate(Player targetPlayer, Hashtable changedProps)
+ {
+ if (playerListEntries == null)
+ {
+ playerListEntries = new Dictionary<int, GameObject>();
+ }
+
+ GameObject entry;
+ if (playerListEntries.TryGetValue(targetPlayer.ActorNumber, out entry))
+ {
+ object isPlayerReady;
+ if (changedProps.TryGetValue(AsteroidsGame.PLAYER_READY, out isPlayerReady))
+ {
+ entry.GetComponent<PlayerListEntry>().SetPlayerReady((bool) isPlayerReady);
+ }
+ }
+
+ StartGameButton.gameObject.SetActive(CheckPlayersReady());
+ }
+
+ #endregion
+
+ #region UI CALLBACKS
+
+ public void OnBackButtonClicked()
+ {
+ if (PhotonNetwork.InLobby)
+ {
+ PhotonNetwork.LeaveLobby();
+ }
+
+ SetActivePanel(SelectionPanel.name);
+ }
+
+ public void OnCreateRoomButtonClicked()
+ {
+ string roomName = RoomNameInputField.text;
+ roomName = (roomName.Equals(string.Empty)) ? "Room " + Random.Range(1000, 10000) : roomName;
+
+ byte maxPlayers;
+ byte.TryParse(MaxPlayersInputField.text, out maxPlayers);
+ maxPlayers = (byte) Mathf.Clamp(maxPlayers, 2, 8);
+
+ RoomOptions options = new RoomOptions {MaxPlayers = maxPlayers, PlayerTtl = 10000 };
+
+ PhotonNetwork.CreateRoom(roomName, options, null);
+ }
+
+ public void OnJoinRandomRoomButtonClicked()
+ {
+ SetActivePanel(JoinRandomRoomPanel.name);
+
+ PhotonNetwork.JoinRandomRoom();
+ }
+
+ public void OnLeaveGameButtonClicked()
+ {
+ PhotonNetwork.LeaveRoom();
+ }
+
+ public void OnLoginButtonClicked()
+ {
+ string playerName = PlayerNameInput.text;
+
+ if (!playerName.Equals(""))
+ {
+ PhotonNetwork.LocalPlayer.NickName = playerName;
+ PhotonNetwork.ConnectUsingSettings();
+ }
+ else
+ {
+ Debug.LogError("Player Name is invalid.");
+ }
+ }
+
+ public void OnRoomListButtonClicked()
+ {
+ if (!PhotonNetwork.InLobby)
+ {
+ PhotonNetwork.JoinLobby();
+ }
+
+ SetActivePanel(RoomListPanel.name);
+ }
+
+ public void OnStartGameButtonClicked()
+ {
+ PhotonNetwork.CurrentRoom.IsOpen = false;
+ PhotonNetwork.CurrentRoom.IsVisible = false;
+
+ PhotonNetwork.LoadLevel("DemoAsteroids-GameScene");
+ }
+
+ #endregion
+
+ private bool CheckPlayersReady()
+ {
+ if (!PhotonNetwork.IsMasterClient)
+ {
+ return false;
+ }
+
+ foreach (Player p in PhotonNetwork.PlayerList)
+ {
+ object isPlayerReady;
+ if (p.CustomProperties.TryGetValue(AsteroidsGame.PLAYER_READY, out isPlayerReady))
+ {
+ if (!(bool) isPlayerReady)
+ {
+ return false;
+ }
+ }
+ else
+ {
+ return false;
+ }
+ }
+
+ return true;
+ }
+
+ private void ClearRoomListView()
+ {
+ foreach (GameObject entry in roomListEntries.Values)
+ {
+ Destroy(entry.gameObject);
+ }
+
+ roomListEntries.Clear();
+ }
+
+ public void LocalPlayerPropertiesUpdated()
+ {
+ StartGameButton.gameObject.SetActive(CheckPlayersReady());
+ }
+
+ private void SetActivePanel(string activePanel)
+ {
+ LoginPanel.SetActive(activePanel.Equals(LoginPanel.name));
+ SelectionPanel.SetActive(activePanel.Equals(SelectionPanel.name));
+ CreateRoomPanel.SetActive(activePanel.Equals(CreateRoomPanel.name));
+ JoinRandomRoomPanel.SetActive(activePanel.Equals(JoinRandomRoomPanel.name));
+ RoomListPanel.SetActive(activePanel.Equals(RoomListPanel.name)); // UI should call OnRoomListButtonClicked() to activate this
+ InsideRoomPanel.SetActive(activePanel.Equals(InsideRoomPanel.name));
+ }
+
+ private void UpdateCachedRoomList(List<RoomInfo> roomList)
+ {
+ foreach (RoomInfo info in roomList)
+ {
+ // Remove room from cached room list if it got closed, became invisible or was marked as removed
+ if (!info.IsOpen || !info.IsVisible || info.RemovedFromList)
+ {
+ if (cachedRoomList.ContainsKey(info.Name))
+ {
+ cachedRoomList.Remove(info.Name);
+ }
+
+ continue;
+ }
+
+ // Update cached room info
+ if (cachedRoomList.ContainsKey(info.Name))
+ {
+ cachedRoomList[info.Name] = info;
+ }
+ // Add new room info to cache
+ else
+ {
+ cachedRoomList.Add(info.Name, info);
+ }
+ }
+ }
+
+ private void UpdateRoomListView()
+ {
+ foreach (RoomInfo info in cachedRoomList.Values)
+ {
+ GameObject entry = Instantiate(RoomListEntryPrefab);
+ entry.transform.SetParent(RoomListContent.transform);
+ entry.transform.localScale = Vector3.one;
+ entry.GetComponent<RoomListEntry>().Initialize(info.Name, (byte)info.PlayerCount, info.MaxPlayers);
+
+ roomListEntries.Add(info.Name, entry);
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Lobby/LobbyMainPanel.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Lobby/LobbyMainPanel.cs.meta
new file mode 100644
index 0000000..a0bb73a
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Lobby/LobbyMainPanel.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 84fd812a67908014cb408f749ca7a55e
+timeCreated: 1505228123
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Lobby/LobbyTopPanel.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Lobby/LobbyTopPanel.cs
new file mode 100644
index 0000000..3672738
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Lobby/LobbyTopPanel.cs
@@ -0,0 +1,22 @@
+using UnityEngine;
+using UnityEngine.UI;
+
+namespace Photon.Pun.Demo.Asteroids
+{
+ public class LobbyTopPanel : MonoBehaviour
+ {
+ private readonly string connectionStatusMessage = " Connection Status: ";
+
+ [Header("UI References")]
+ public Text ConnectionStatusText;
+
+ #region UNITY
+
+ public void Update()
+ {
+ ConnectionStatusText.text = connectionStatusMessage + PhotonNetwork.NetworkClientState;
+ }
+
+ #endregion
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Lobby/LobbyTopPanel.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Lobby/LobbyTopPanel.cs.meta
new file mode 100644
index 0000000..1c842ce
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Lobby/LobbyTopPanel.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: fe0a55ef565e3984f8866c5c91e3c2fd
+timeCreated: 1505378258
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Lobby/PlayerListEntry.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Lobby/PlayerListEntry.cs
new file mode 100644
index 0000000..f76b2bf
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Lobby/PlayerListEntry.cs
@@ -0,0 +1,97 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="PlayerListEntry.cs" company="Exit Games GmbH">
+// Part of: Asteroid Demo,
+// </copyright>
+// <summary>
+// Player List Entry
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+using UnityEngine.UI;
+
+using ExitGames.Client.Photon;
+using Photon.Realtime;
+using Photon.Pun.UtilityScripts;
+
+namespace Photon.Pun.Demo.Asteroids
+{
+ public class PlayerListEntry : MonoBehaviour
+ {
+ [Header("UI References")]
+ public Text PlayerNameText;
+
+ public Image PlayerColorImage;
+ public Button PlayerReadyButton;
+ public Image PlayerReadyImage;
+
+ private int ownerId;
+ private bool isPlayerReady;
+
+ #region UNITY
+
+ public void OnEnable()
+ {
+ PlayerNumbering.OnPlayerNumberingChanged += OnPlayerNumberingChanged;
+ }
+
+ public void Start()
+ {
+ if (PhotonNetwork.LocalPlayer.ActorNumber != ownerId)
+ {
+ PlayerReadyButton.gameObject.SetActive(false);
+ }
+ else
+ {
+ Hashtable initialProps = new Hashtable() {{AsteroidsGame.PLAYER_READY, isPlayerReady}, {AsteroidsGame.PLAYER_LIVES, AsteroidsGame.PLAYER_MAX_LIVES}};
+ PhotonNetwork.LocalPlayer.SetCustomProperties(initialProps);
+ PhotonNetwork.LocalPlayer.SetScore(0);
+
+ PlayerReadyButton.onClick.AddListener(() =>
+ {
+ isPlayerReady = !isPlayerReady;
+ SetPlayerReady(isPlayerReady);
+
+ Hashtable props = new Hashtable() {{AsteroidsGame.PLAYER_READY, isPlayerReady}};
+ PhotonNetwork.LocalPlayer.SetCustomProperties(props);
+
+ if (PhotonNetwork.IsMasterClient)
+ {
+ FindObjectOfType<LobbyMainPanel>().LocalPlayerPropertiesUpdated();
+ }
+ });
+ }
+ }
+
+ public void OnDisable()
+ {
+ PlayerNumbering.OnPlayerNumberingChanged -= OnPlayerNumberingChanged;
+ }
+
+ #endregion
+
+ public void Initialize(int playerId, string playerName)
+ {
+ ownerId = playerId;
+ PlayerNameText.text = playerName;
+ }
+
+ private void OnPlayerNumberingChanged()
+ {
+ foreach (Player p in PhotonNetwork.PlayerList)
+ {
+ if (p.ActorNumber == ownerId)
+ {
+ PlayerColorImage.color = AsteroidsGame.GetColor(p.GetPlayerNumber());
+ }
+ }
+ }
+
+ public void SetPlayerReady(bool playerReady)
+ {
+ PlayerReadyButton.GetComponentInChildren<Text>().text = playerReady ? "Ready!" : "Ready?";
+ PlayerReadyImage.enabled = playerReady;
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Lobby/PlayerListEntry.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Lobby/PlayerListEntry.cs.meta
new file mode 100644
index 0000000..9a0a439
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Lobby/PlayerListEntry.cs.meta
@@ -0,0 +1,12 @@
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+guid: 6b92420fa27b32d43a6a35af7781c5d8
+timeCreated: 1505382856
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
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+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Lobby/RoomListEntry.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Lobby/RoomListEntry.cs
new file mode 100644
index 0000000..52b5218
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Lobby/RoomListEntry.cs
@@ -0,0 +1,35 @@
+using UnityEngine;
+using UnityEngine.UI;
+
+namespace Photon.Pun.Demo.Asteroids
+{
+ public class RoomListEntry : MonoBehaviour
+ {
+ public Text RoomNameText;
+ public Text RoomPlayersText;
+ public Button JoinRoomButton;
+
+ private string roomName;
+
+ public void Start()
+ {
+ JoinRoomButton.onClick.AddListener(() =>
+ {
+ if (PhotonNetwork.InLobby)
+ {
+ PhotonNetwork.LeaveLobby();
+ }
+
+ PhotonNetwork.JoinRoom(roomName);
+ });
+ }
+
+ public void Initialize(string name, byte currentPlayers, byte maxPlayers)
+ {
+ roomName = name;
+
+ RoomNameText.text = name;
+ RoomPlayersText.text = currentPlayers + " / " + maxPlayers;
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Lobby/RoomListEntry.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Lobby/RoomListEntry.cs.meta
new file mode 100644
index 0000000..aa7269f
--- /dev/null
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new file mode 100644
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new file mode 100644
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new file mode 100644
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new file mode 100644
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new file mode 100644
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new file mode 100644
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoHub/DemoHub-Scene.unity.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoHub/DemoHub-Scene.unity.meta
new file mode 100644
index 0000000..53bf3e9
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@@ -0,0 +1,4 @@
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new file mode 100644
index 0000000..b398e00
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@@ -0,0 +1,7 @@
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoHub/Editor/PunDemos.DemoHubEditor.asmdef b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoHub/Editor/PunDemos.DemoHubEditor.asmdef
new file mode 100644
index 0000000..1a9bb2a
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoHub/Editor/PunDemos.DemoHubEditor.asmdef
@@ -0,0 +1,11 @@
+{
+ "name": "PunDemos.DemoHubEditor",
+ "references": [
+ "PhotonUnityNetworking",
+ "PhotonRealtime"
+ ],
+ "includePlatforms": [
+ "Editor"
+ ],
+ "excludePlatforms": []
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoHub/Editor/PunDemos.DemoHubEditor.asmdef.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoHub/Editor/PunDemos.DemoHubEditor.asmdef.meta
new file mode 100644
index 0000000..f0c3357
--- /dev/null
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@@ -0,0 +1,7 @@
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+ externalObjects: {}
+ userData:
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoHub/Editor/PunStartup.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoHub/Editor/PunStartup.cs
new file mode 100644
index 0000000..7b305fd
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoHub/Editor/PunStartup.cs
@@ -0,0 +1,166 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="PunStartup.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Demos
+// </copyright>
+// <summary>
+// Used to setup the demo build settings and load the first demo scene (if imported into a new empty project).
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using System;
+using System.Collections.Generic;
+using System.IO;
+using UnityEditor.SceneManagement;
+using UnityEngine;
+using UnityEditor;
+
+using Photon.Pun;
+using Photon.Realtime;
+using ExitGames.Client.Photon;
+using UnityEngine.SceneManagement;
+
+namespace Photon.Pun.Demo.Hub
+{
+ [InitializeOnLoad]
+ public class PunStartup : MonoBehaviour
+ {
+
+ static PunStartup()
+ {
+ bool doneBefore = EditorPrefs.GetBool("PunDemosOpenedBefore");
+ if (!doneBefore)
+ {
+ EditorApplication.update += OnUpdate;
+ }
+ }
+
+ static void OnUpdate()
+ {
+ if (EditorApplication.isUpdating || Application.isPlaying)
+ {
+ return;
+ }
+
+ bool doneBefore = EditorPrefs.GetBool("PunDemosOpenedBefore");
+ EditorPrefs.SetBool("PunDemosOpenedBefore", true);
+ EditorApplication.update -= OnUpdate;
+
+ if (doneBefore)
+ {
+ return;
+ }
+
+ if (string.IsNullOrEmpty(SceneManagerHelper.EditorActiveSceneName) && EditorBuildSettings.scenes.Length == 0)
+ {
+ LoadPunDemoHub();
+ SetPunDemoBuildSettings();
+ Debug.Log("No scene was open. Loaded PUN Demo Hub Scene and added demos to build settings. Ready to go! This auto-setup is now disabled in this Editor.");
+ }
+ }
+
+ [MenuItem("Window/Photon Unity Networking/Configure Demos (build setup)", false, 5)]
+ public static void SetupDemo()
+ {
+ SetPunDemoBuildSettings();
+ }
+
+ //[MenuItem("Window/Photon Unity Networking/PUN Demo Loader Reset")]
+ //protected static void ResetDemoLoader()
+ //{
+ // EditorPrefs.DeleteKey("PunDemosOpenedBefore");
+ //}
+
+ public static void LoadPunDemoHub()
+ {
+ string scenePath = FindAssetPath("DemoHub-Scene t:scene");
+ if (!string.IsNullOrEmpty(scenePath))
+ {
+ EditorSceneManager.OpenScene (scenePath);
+ Selection.activeObject = AssetDatabase.LoadMainAssetAtPath (scenePath);
+ }
+ }
+
+ /// <summary>Finds the asset path base on its name or search query: https://docs.unity3d.com/ScriptReference/AssetDatabase.FindAssets.html </summary>
+ /// <returns>The asset path. String.Empty, if not found.</returns>
+ /// <param name="asset">Asset filter for AssetDatabase.FindAssets.</param>
+ public static string FindAssetPath(string asset)
+ {
+ string[] guids = AssetDatabase.FindAssets(asset, null);
+ if (guids.Length < 1)
+ {
+ Debug.LogError("We have a problem finding the asset: " + asset);
+ return string.Empty;
+ } else
+ {
+ return AssetDatabase.GUIDToAssetPath(guids[0]);
+ }
+ }
+
+ /// <summary>
+ /// Finds scenes in "Assets/Photon Unity Networking/Demos/", excludes those in folder "PUNGuide_M2H" and applies remaining scenes to build settings. The one with "Hub" in it first.
+ /// </summary>
+ public static void SetPunDemoBuildSettings()
+ {
+ string _PunPath = string.Empty;
+
+ string _thisPath = PhotonNetwork.FindAssetPath ("PunStartUp");
+
+ _thisPath = Application.dataPath + _thisPath.Substring (6); // remove "Assets/"
+
+ //_PunPath = PhotonEditorUtils.GetParent(_thisPath,"Photon");
+
+ if (string.IsNullOrEmpty(_PunPath))
+ {
+ _PunPath = Application.dataPath+"/Photon";
+ }
+
+ // find path of pun guide
+
+ string[] tempPaths = Directory.GetDirectories(_PunPath, "Demos*", SearchOption.AllDirectories);
+ if (tempPaths == null)
+ {
+ return;
+ }
+
+ List<EditorBuildSettingsScene> sceneAr = new List<EditorBuildSettingsScene> ();
+
+ // find scenes of guide
+ foreach (string guidePath in tempPaths)
+ {
+ tempPaths = Directory.GetFiles (guidePath, "*.unity", SearchOption.AllDirectories);
+
+ if (tempPaths == null || tempPaths.Length == 0)
+ {
+ return;
+ }
+
+ // add found guide scenes to build settings
+ for (int i = 0; i < tempPaths.Length; i++)
+ {
+ //Debug.Log(tempPaths[i]);
+ string path = tempPaths [i].Substring (Application.dataPath.Length - "Assets".Length);
+ path = path.Replace ('\\', '/');
+ //Debug.Log(path);
+
+ if (path.Contains ("PUNGuide_M2H") || path.Contains("DemoLoadBalancing"))
+ {
+ continue;
+ }
+
+ // edited to avoid old scene to be included.
+ if (path.Contains ("DemoHub-Scene"))
+ {
+ sceneAr.Insert (0, new EditorBuildSettingsScene (path, true));
+ continue;
+ }
+
+ sceneAr.Add (new EditorBuildSettingsScene (path, true));
+ }
+ }
+
+ EditorBuildSettings.scenes = sceneAr.ToArray();
+ EditorSceneManager.OpenScene(sceneAr[0].path);
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoHub/Editor/PunStartup.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoHub/Editor/PunStartup.cs.meta
new file mode 100644
index 0000000..8e5597a
--- /dev/null
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@@ -0,0 +1,7 @@
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoHub/Scripts.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoHub/Scripts.meta
new file mode 100644
index 0000000..3eb52d3
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+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoHub/Scripts.meta
@@ -0,0 +1,7 @@
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoHub/Scripts/DemoHubManager.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoHub/Scripts/DemoHubManager.cs
new file mode 100644
index 0000000..0040c54
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoHub/Scripts/DemoHubManager.cs
@@ -0,0 +1,311 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="DemoHubManager.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Demos
+// </copyright>
+// <summary>
+// Used as starting point to let developer choose amongst all demos available.
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+using UnityEngine.UI;
+using UnityEngine.SceneManagement;
+
+using System.Collections.Generic;
+
+using Photon.Pun.Demo.Cockpit;
+
+namespace Photon.Pun.Demo.Hub
+{
+ public class DemoHubManager : MonoBehaviour {
+
+
+ public Text TitleText;
+ public Text DescriptionText;
+ public GameObject OpenSceneButton;
+ public GameObject OpenTutorialLinkButton;
+ public GameObject OpenDocLinkButton;
+
+ string MainDemoWebLink = "https://doc.photonengine.com/en-us/pun/v2/getting-started/pun-intro";
+
+ struct DemoData
+ {
+ public string Title;
+ public string Description;
+ public string Scene;
+ public string TutorialLink;
+ public string DocLink;
+ }
+
+ Dictionary<string,DemoData> _data = new Dictionary<string, DemoData>();
+
+ string currentSelection;
+
+ // Use this for initialization
+ void Awake () {
+
+ PunCockpit.Embedded = false;
+
+ OpenSceneButton.SetActive(false);
+
+ OpenTutorialLinkButton.SetActive(false);
+ OpenDocLinkButton.SetActive(false);
+
+ // Setup data
+ _data.Add(
+ "DemoBoxes",
+ new DemoData()
+ {
+ Title = "Demo Boxes",
+ Description = "Uses ConnectAndJoinRandom script.\n" +
+ "(joins a random room or creates one)\n" +
+ "\n" +
+ "Instantiates simple prefabs.\n" +
+ "Synchronizes positions without smoothing.\n" +
+ "Shows that RPCs target a specific object.",
+ Scene = "DemoBoxes-Scene"
+ }
+ );
+
+ _data.Add(
+ "DemoWorker",
+ new DemoData()
+ {
+ Title = "Demo Worker",
+ Description = "Joins the default lobby and shows existing rooms.\n" +
+ "Lets you create or join a room.\n" +
+ "Instantiates an animated character.\n" +
+ "Synchronizes position and animation state of character with smoothing.\n" +
+ "Implements simple in-room Chat via RPC calls.",
+ Scene = "DemoWorker-Scene"
+ }
+ );
+
+ _data.Add(
+ "MovementSmoothing",
+ new DemoData()
+ {
+ Title = "Movement Smoothing",
+ Description = "Uses ConnectAndJoinRandom script.\n" +
+ "Shows several basic ways to synchronize positions between controlling client and remote ones.\n" +
+ "The TransformView is a good default to use.",
+ Scene = "DemoSynchronization-Scene"
+ }
+ );
+
+ _data.Add(
+ "BasicTutorial",
+ new DemoData()
+ {
+ Title = "Basic Tutorial",
+ Description = "All custom code for connection, player and scene management.\n" +
+ "Auto synchronization of room levels.\n" +
+ "Uses PhotonAnimatoView for Animator synch.\n" +
+ "New Unity UI all around, for Menus and player health HUD.\n" +
+ "Full step by step tutorial available online.",
+ Scene = "PunBasics-Launcher" ,
+ TutorialLink = "https://doc.photonengine.com/en-us/pun/v2/demos-and-tutorials/pun-basics-tutorial/intro"
+ }
+ );
+
+ _data.Add(
+ "OwnershipTransfer",
+ new DemoData()
+ {
+ Title = "Ownership Transfer",
+ Description = "Shows how to transfer the ownership of a PhotonView.\n" +
+ "The owner will send position updates of the GameObject.\n" +
+ "Transfer can be edited per PhotonView and set to Fixed (no transfer), Request (owner has to agree) or Takeover (owner can't object).",
+ Scene = "DemoChangeOwner-Scene"
+ }
+ );
+
+ _data.Add(
+ "PickupTeamsScores",
+ new DemoData()
+ {
+ Title = "Pickup, Teams, Scores",
+ Description = "Uses ConnectAndJoinRandom script.\n" +
+ "Implements item pickup with RPCs.\n" +
+ "Uses Custom Properties for Teams.\n" +
+ "Counts score per player and team.\n" +
+ "Uses Player extension methods for easy Custom Property access.",
+ Scene = "DemoPickup-Scene"
+ }
+ );
+
+ _data.Add(
+ "Chat",
+ new DemoData()
+ {
+ Title = "Chat",
+ Description = "Uses the Chat API.\n" +
+ "Simple UI.\n" +
+ "You can enter any User ID.\n" +
+ "Automatically subscribes some channels.\n" +
+ "Allows simple commands via text.\n" +
+ "\n" +
+ "Requires configuration of Chat App ID in ServerSettings.",
+ Scene = "DemoChat-Scene",
+ DocLink = "http://j.mp/2iwQkPJ"
+ }
+ );
+
+ _data.Add(
+ "RPGMovement",
+ new DemoData()
+ {
+ Title = "RPG Movement",
+ Description = "Demonstrates how to use the PhotonTransformView component to synchronize position updates smoothly using inter- and extrapolation.\n" +
+ "\n" +
+ "This demo also shows how to setup a Mecanim Animator to update animations automatically based on received position updates (without sending explicit animation updates).",
+ Scene = "DemoRPGMovement-Scene"
+ }
+ );
+
+ _data.Add(
+ "MecanimAnimations",
+ new DemoData()
+ {
+ Title = "Mecanim Animations",
+ Description = "This demo shows how to use the PhotonAnimatorView component to easily synchronize Mecanim animations.\n" +
+ "\n" +
+ "It also demonstrates another feature of the PhotonTransformView component which gives you more control how position updates are inter-/extrapolated by telling the component how fast the object moves and turns using SetSynchronizedValues().",
+ Scene = "DemoMecanim-Scene"
+ }
+ );
+
+ _data.Add(
+ "2DGame",
+ new DemoData()
+ {
+ Title = "2D Game Demo",
+ Description = "Synchronizes animations, positions and physics in a 2D scene.",
+ Scene = "Demo2DJumpAndRunWithPhysics-Scene"
+ }
+ );
+
+ _data.Add(
+ "FriendsAndAuth",
+ new DemoData()
+ {
+ Title = "Friends & Authentication",
+ Description = "Shows connect with or without (server-side) authentication.\n" +
+ "\n" +
+ "Authentication requires minor server-side setup (in Dashboard).\n" +
+ "\n" +
+ "Once connected, you can find (made up) friends.\nJoin a room just to see how that gets visible in friends list.",
+ Scene = "DemoFriends-Scene"
+ }
+ );
+
+ _data.Add(
+ "TurnBasedGame",
+ new DemoData()
+ {
+ Title = "'Rock Paper Scissor' Turn Based Game",
+ Description = "Demonstrate TurnBased Game Mechanics using PUN.\n" +
+ "\n" +
+ "It makes use of the TurnBasedManager Utility Script",
+ Scene = "DemoRPS-Scene"
+ }
+ );
+
+ _data.Add(
+ "Asteroids",
+ new DemoData()
+ {
+ Title = "Asteroids",
+ Description = "Simple asteroid game based on the Unity learning asset.\n",
+ Scene = "DemoAsteroids-LobbyScene"
+ }
+ );
+
+ _data.Add(
+ "SlotRacer",
+ new DemoData()
+ {
+ Title = "Slot Racer",
+ Description = "Simple SlotRacing game.\n",
+ Scene = "SlotCar-Scene"
+ }
+ );
+
+
+ _data.Add(
+ "LoadBalancing",
+ new DemoData()
+ {
+ Title = "Load Balancing",
+ Description = "Shows how to use the raw LoadBalancing system.\n" +
+ "\n" +
+ "This is a simple test scene to connect and join a random room, without using PUN but the actual LoadBalancing api only",
+ Scene = "DemoLoadBalancing-Scene"
+ }
+ );
+
+ _data.Add(
+ "PunCockpit",
+ new DemoData()
+ {
+ Title = "Cockpit",
+ Description = "Controls most aspect of PUN.\n" +
+ "Connection, Lobby, Room access, Player control",
+ Scene = "PunCockpit-Scene"
+ }
+ );
+ }
+
+ public void SelectDemo(string Reference)
+ {
+ currentSelection = Reference;
+
+ TitleText.text = _data[currentSelection].Title;
+ DescriptionText.text = _data[currentSelection].Description;
+
+ OpenSceneButton.SetActive(!string.IsNullOrEmpty(_data[currentSelection].Scene));
+
+ OpenTutorialLinkButton.SetActive(!string.IsNullOrEmpty(_data[currentSelection].TutorialLink));
+ OpenDocLinkButton.SetActive(!string.IsNullOrEmpty(_data[currentSelection].DocLink));
+ }
+
+ public void OpenScene()
+ {
+ if (string.IsNullOrEmpty(currentSelection))
+ {
+ Debug.LogError("Bad setup, a CurrentSelection is expected at this point");
+ return;
+ }
+
+ SceneManager.LoadScene(_data[currentSelection].Scene);
+ }
+
+ public void OpenTutorialLink()
+ {
+ if (string.IsNullOrEmpty(currentSelection))
+ {
+ Debug.LogError("Bad setup, a CurrentSelection is expected at this point");
+ return;
+ }
+
+ Application.OpenURL(_data[currentSelection].TutorialLink);
+ }
+
+ public void OpenDocLink()
+ {
+ if (string.IsNullOrEmpty(currentSelection))
+ {
+ Debug.LogError("Bad setup, a CurrentSelection is expected at this point");
+ return;
+ }
+
+ Application.OpenURL(_data[currentSelection].DocLink);
+ }
+
+ public void OpenMainWebLink()
+ {
+ Application.OpenURL(MainDemoWebLink);
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoHub/Scripts/DemoHubManager.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoHub/Scripts/DemoHubManager.cs.meta
new file mode 100644
index 0000000..42165ce
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoHub/Scripts/DemoHubManager.cs.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: ed6ca7d1055974cc7847025558e8a903
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoHub/Scripts/ToDemoHubButton.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoHub/Scripts/ToDemoHubButton.cs
new file mode 100644
index 0000000..9bcb9ca
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoHub/Scripts/ToDemoHubButton.cs
@@ -0,0 +1,93 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="ToDemoHubButton.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Demos
+// </copyright>
+// <summary>
+// Present a button on all launched demos from hub to allow getting back to the demo hub.
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+using UnityEngine.SceneManagement;
+using UnityEngine.EventSystems;
+
+namespace Photon.Pun.Demo.Hub
+{
+ /// <summary>
+ /// Present a button on all launched demos from hub to allow getting back to the demo hub.
+ /// </summary>
+ public class ToDemoHubButton : MonoBehaviour
+ {
+
+ private static ToDemoHubButton instance;
+
+
+ CanvasGroup _canvasGroup;
+
+ public static ToDemoHubButton Instance
+ {
+ get
+ {
+ if (instance == null)
+ {
+ instance = FindObjectOfType(typeof (ToDemoHubButton)) as ToDemoHubButton;
+ }
+
+ return instance;
+ }
+ }
+
+ public void Awake()
+ {
+ if (Instance != null && Instance != this)
+ {
+ Destroy(gameObject);
+ }
+ }
+
+ // Use this for initialization
+ public void Start()
+ {
+ DontDestroyOnLoad(gameObject);
+
+ _canvasGroup = GetComponent<CanvasGroup>();
+
+
+ }
+
+
+
+
+ public void Update()
+ {
+ bool sceneZeroLoaded = false;
+
+ #if UNITY_5 && !UNITY_5_0 && !UNITY_5_1 && !UNITY_5_2 || UNITY_5_3_OR_NEWER
+ sceneZeroLoaded = SceneManager.GetActiveScene().buildIndex == 0;
+ #else
+ sceneZeroLoaded = Application.loadedLevel == 0;
+ #endif
+
+ if (sceneZeroLoaded && _canvasGroup.alpha!= 0f)
+ {
+ _canvasGroup.alpha = 0f;
+ _canvasGroup.interactable = false;
+ }
+
+ if (!sceneZeroLoaded && _canvasGroup.alpha!= 1f)
+ {
+ _canvasGroup.alpha = 1f;
+ _canvasGroup.interactable = true;
+ }
+
+ }
+
+ public void BackToHub()
+ {
+ PhotonNetwork.Disconnect();
+ SceneManager.LoadScene(0);
+ }
+
+ }
+} \ No newline at end of file
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoProcedural/Procedural-Scene.unity.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoProcedural/Procedural-Scene.unity.meta
new file mode 100644
index 0000000..f83ca39
--- /dev/null
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@@ -0,0 +1,8 @@
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoProcedural/Scripts.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoProcedural/Scripts.meta
new file mode 100644
index 0000000..bc82c7d
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoProcedural/Scripts.meta
@@ -0,0 +1,9 @@
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoProcedural/Scripts/Block.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoProcedural/Scripts/Block.cs
new file mode 100644
index 0000000..3745b55
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoProcedural/Scripts/Block.cs
@@ -0,0 +1,14 @@
+using UnityEngine;
+
+namespace Photon.Pun.Demo.Procedural
+{
+ /// <summary>
+ /// The Block component is attach to each instantiated Block at runtime.
+ /// It provides the Block's ID as well as the parent's Cluster ID in order to apply modifications.
+ /// </summary>
+ public class Block : MonoBehaviour
+ {
+ public int BlockId { get; set; }
+ public int ClusterId { get; set; }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoProcedural/Scripts/Block.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoProcedural/Scripts/Block.cs.meta
new file mode 100644
index 0000000..e8d6cd7
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoProcedural/Scripts/Block.cs.meta
@@ -0,0 +1,12 @@
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+guid: 8b205f33043c113489ab36d5b56f7730
+timeCreated: 1521735355
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoProcedural/Scripts/Cluster.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoProcedural/Scripts/Cluster.cs
new file mode 100644
index 0000000..7c5bc52
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoProcedural/Scripts/Cluster.cs
@@ -0,0 +1,178 @@
+using System.Collections.Generic;
+
+using UnityEngine;
+
+using ExitGames.Client.Photon;
+
+namespace Photon.Pun.Demo.Procedural
+{
+ /// <summary>
+ /// The Cluster component has references to all Blocks that are part of this Cluster.
+ /// It provides functions for modifying single Blocks inside this Cluster.
+ /// It also handles modifications made to the world by other clients.
+ /// </summary>
+ public class Cluster : MonoBehaviourPunCallbacks
+ {
+ private string propertiesKey;
+
+ private Dictionary<int, float> propertiesValue;
+
+ public int ClusterId { get; set; }
+
+ public Dictionary<int, GameObject> Blocks { get; private set; }
+
+ #region UNITY
+
+ public void Awake()
+ {
+ Blocks = new Dictionary<int, GameObject>();
+
+ propertiesValue = new Dictionary<int, float>();
+ }
+
+ /// <summary>
+ /// Sets the unique key of this Cluster used for storing modifications within the Custom Room Properties.
+ /// </summary>
+ private void Start()
+ {
+ propertiesKey = "Cluster " + ClusterId;
+ }
+
+ #endregion
+
+ #region CLASS FUNCTIONS
+
+ /// <summary>
+ /// Adds a Block to the Cluster.
+ /// This is called by the WorldGenerator while the generation process is running.
+ /// In order to modify Blocks directly, we are storing the ID as well as a reference to the certain GameObject.
+ /// </summary>
+ public void AddBlock(int blockId, GameObject block)
+ {
+ Blocks.Add(blockId, block);
+ }
+
+ /// <summary>
+ /// Gets called before a new world can be generated.
+ /// Destroys each Block from this Cluster and removes the data stored in the Custom Room Properties.
+ /// </summary>
+ public void DestroyCluster()
+ {
+ foreach (GameObject block in Blocks.Values)
+ {
+ Destroy(block);
+ }
+
+ Blocks.Clear();
+
+ if (PhotonNetwork.IsMasterClient)
+ {
+ RemoveClusterFromRoomProperties();
+ }
+ }
+
+ /// <summary>
+ /// Decreases a Block's height locally before applying the modification to the Custom Room Properties.
+ /// </summary>
+ public void DecreaseBlockHeight(int blockId)
+ {
+ float height = Blocks[blockId].transform.localScale.y;
+ height = Mathf.Max((height - 1.0f), 0.0f);
+
+ SetBlockHeightLocal(blockId, height);
+ }
+
+ /// <summary>
+ /// Increases a Block's height locally before applying the modification to the Custom Room Properties.
+ /// </summary>
+ public void IncreaseBlockHeight(int blockId)
+ {
+ float height = Blocks[blockId].transform.localScale.y;
+ height = Mathf.Min((height + 1.0f), 8.0f);
+
+ SetBlockHeightLocal(blockId, height);
+ }
+
+ /// <summary>
+ /// Gets called when a remote client has modified a certain Block within this Cluster.
+ /// Called by the WorldGenerator or the Cluster itself after the Custom Room Properties have been updated.
+ /// </summary>
+ public void SetBlockHeightRemote(int blockId, float height)
+ {
+ GameObject block = Blocks[blockId];
+
+ Vector3 scale = block.transform.localScale;
+ Vector3 position = block.transform.localPosition;
+
+ block.transform.localScale = new Vector3(scale.x, height, scale.z);
+ block.transform.localPosition = new Vector3(position.x, height / 2.0f, position.z);
+ }
+
+ /// <summary>
+ /// Gets called whenever the local client modifies any Block within this Cluster.
+ /// The modification will be applied to the Block first before it is published to the Custom Room Properties.
+ /// </summary>
+ private void SetBlockHeightLocal(int blockId, float height)
+ {
+ GameObject block = Blocks[blockId];
+
+ Vector3 scale = block.transform.localScale;
+ Vector3 position = block.transform.localPosition;
+
+ block.transform.localScale = new Vector3(scale.x, height, scale.z);
+ block.transform.localPosition = new Vector3(position.x, height / 2.0f, position.z);
+
+ UpdateRoomProperties(blockId, height);
+ }
+
+ /// <summary>
+ /// Gets called in order to update the Custom Room Properties with the modification made by the local client.
+ /// </summary>
+ private void UpdateRoomProperties(int blockId, float height)
+ {
+ propertiesValue[blockId] = height;
+
+ Hashtable properties = new Hashtable {{propertiesKey, propertiesValue}};
+ PhotonNetwork.CurrentRoom.SetCustomProperties(properties);
+ }
+
+ /// <summary>
+ /// Removes the modifications of this Cluster from the Custom Room Properties.
+ /// </summary>
+ private void RemoveClusterFromRoomProperties()
+ {
+ Hashtable properties = new Hashtable {{propertiesKey, null}};
+ PhotonNetwork.CurrentRoom.SetCustomProperties(properties);
+ }
+
+ #endregion
+
+ #region PUN CALLBACKS
+
+ /// <summary>
+ /// Gets called whenever the Custom Room Properties are updated.
+ /// When the changed properties contain the previously set PropertiesKey (basically the Cluster ID),
+ /// the Cluster and its Blocks will be updated accordingly.
+ /// </summary>
+ public override void OnRoomPropertiesUpdate(Hashtable propertiesThatChanged)
+ {
+ if (propertiesThatChanged.ContainsKey(propertiesKey))
+ {
+ if (propertiesThatChanged[propertiesKey] == null)
+ {
+ propertiesValue = new Dictionary<int, float>();
+ return;
+ }
+
+ propertiesValue = (Dictionary<int, float>) propertiesThatChanged[propertiesKey];
+
+ foreach (KeyValuePair<int, float> pair in propertiesValue)
+ {
+ SetBlockHeightRemote(pair.Key, pair.Value);
+ }
+ }
+ }
+
+ #endregion
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoProcedural/Scripts/Cluster.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoProcedural/Scripts/Cluster.cs.meta
new file mode 100644
index 0000000..349ddff
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoProcedural/Scripts/Cluster.cs.meta
@@ -0,0 +1,12 @@
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+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoProcedural/Scripts/IngameControlPanel.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoProcedural/Scripts/IngameControlPanel.cs
new file mode 100644
index 0000000..bf80b30
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoProcedural/Scripts/IngameControlPanel.cs
@@ -0,0 +1,269 @@
+using ExitGames.Client.Photon;
+using Photon.Realtime;
+using UnityEngine;
+using UnityEngine.UI;
+
+namespace Photon.Pun.Demo.Procedural
+{
+ /// <summary>
+ /// The Ingame Control Panel basically controls the WorldGenerator.
+ /// It is only interactable for the current MasterClient in the room.
+ /// </summary>
+ public class IngameControlPanel : MonoBehaviourPunCallbacks
+ {
+ private bool isSeedValid;
+
+ private InputField seedInputField;
+ private Dropdown worldSizeDropdown;
+ private Dropdown clusterSizeDropdown;
+ private Dropdown worldTypeDropdown;
+ private Button generateWorldButton;
+
+ #region UNITY
+
+ /// <summary>
+ /// When the object gets created, all necessary references are set up.
+ /// Also the UI elements get set up properly in order to control the WorldGenerator.
+ /// </summary>
+ public void Awake()
+ {
+ isSeedValid = false;
+
+ seedInputField = GetComponentInChildren<InputField>();
+ seedInputField.characterLimit = 10;
+ seedInputField.characterValidation = InputField.CharacterValidation.Integer;
+ seedInputField.interactable = PhotonNetwork.PhotonServerSettings.StartInOfflineMode;
+ seedInputField.onValueChanged.AddListener((string value) =>
+ {
+ int seed;
+ if (int.TryParse(value, out seed))
+ {
+ isSeedValid = true;
+ WorldGenerator.Instance.Seed = seed;
+ }
+ else
+ {
+ isSeedValid = false;
+ Debug.LogError("Invalid Seed entered. Only numeric Seeds are allowed.");
+ }
+ });
+
+ worldSizeDropdown = GetComponentsInChildren<Dropdown>()[0];
+ worldSizeDropdown.interactable = PhotonNetwork.PhotonServerSettings.StartInOfflineMode;
+ worldSizeDropdown.onValueChanged.AddListener((int value) =>
+ {
+ switch (value)
+ {
+ case 0:
+ {
+ WorldGenerator.Instance.WorldSize = WorldSize.Tiny;
+ break;
+ }
+ case 1:
+ {
+ WorldGenerator.Instance.WorldSize = WorldSize.Small;
+ break;
+ }
+ case 2:
+ {
+ WorldGenerator.Instance.WorldSize = WorldSize.Medium;
+ break;
+ }
+ case 3:
+ {
+ WorldGenerator.Instance.WorldSize = WorldSize.Large;
+ break;
+ }
+ }
+ });
+
+ clusterSizeDropdown = GetComponentsInChildren<Dropdown>()[1];
+ clusterSizeDropdown.interactable = PhotonNetwork.PhotonServerSettings.StartInOfflineMode;
+ clusterSizeDropdown.onValueChanged.AddListener((int value) =>
+ {
+ switch (value)
+ {
+ case 0:
+ {
+ WorldGenerator.Instance.ClusterSize = ClusterSize.Small;
+ break;
+ }
+ case 1:
+ {
+ WorldGenerator.Instance.ClusterSize = ClusterSize.Medium;
+ break;
+ }
+ case 2:
+ {
+ WorldGenerator.Instance.ClusterSize = ClusterSize.Large;
+ break;
+ }
+ }
+ });
+
+ worldTypeDropdown = GetComponentsInChildren<Dropdown>()[2];
+ worldTypeDropdown.interactable = PhotonNetwork.PhotonServerSettings.StartInOfflineMode;
+ worldTypeDropdown.onValueChanged.AddListener((int value) =>
+ {
+ switch (value)
+ {
+ case 0:
+ {
+ WorldGenerator.Instance.WorldType = WorldType.Flat;
+ break;
+ }
+ case 1:
+ {
+ WorldGenerator.Instance.WorldType = WorldType.Standard;
+ break;
+ }
+ case 2:
+ {
+ WorldGenerator.Instance.WorldType = WorldType.Mountain;
+ break;
+ }
+ }
+ });
+
+ generateWorldButton = GetComponentInChildren<Button>();
+ generateWorldButton.interactable = PhotonNetwork.PhotonServerSettings.StartInOfflineMode;
+ generateWorldButton.onClick.AddListener(() =>
+ {
+ if (!PhotonNetwork.InRoom)
+ {
+ Debug.LogError("Client is not in a room.");
+ return;
+ }
+
+ if (!isSeedValid)
+ {
+ Debug.LogError("Invalid Seed entered. Only numeric Seeds are allowed.");
+ return;
+ }
+
+ WorldGenerator.Instance.ConfirmAndUpdateProperties();
+ });
+ }
+
+ #endregion
+
+ #region PUN CALLBACKS
+
+ /// <summary>
+ /// Gets called when the local client has joined the room.
+ /// Since only the MasterClient can control the WorldGenerator,
+ /// we are checking if we have to make the UI controls available for the local client.
+ /// </summary>
+ public override void OnJoinedRoom()
+ {
+ seedInputField.interactable = PhotonNetwork.IsMasterClient;
+ worldSizeDropdown.interactable = PhotonNetwork.IsMasterClient;
+ clusterSizeDropdown.interactable = PhotonNetwork.IsMasterClient;
+ worldTypeDropdown.interactable = PhotonNetwork.IsMasterClient;
+ generateWorldButton.interactable = PhotonNetwork.IsMasterClient;
+ }
+
+ /// <summary>
+ /// Gets called whenever the current MasterClient has left the room and a new one is selected.
+ /// If the local client is the new MasterClient, we make the UI controls available for him.
+ /// </summary>
+ public override void OnMasterClientSwitched(Player newMasterClient)
+ {
+ seedInputField.interactable = newMasterClient.IsLocal;
+ worldSizeDropdown.interactable = newMasterClient.IsLocal;
+ clusterSizeDropdown.interactable = newMasterClient.IsLocal;
+ worldTypeDropdown.interactable = newMasterClient.IsLocal;
+ generateWorldButton.interactable = newMasterClient.IsLocal;
+ }
+
+ /// <summary>
+ /// Gets called whenever the Custom Room Properties are updated.
+ /// In this callback we are interested in the settings the MasterClient can apply to the WorldGenerator.
+ /// If all possible settings are updated (and available within the updated properties), these settings are also used
+ /// to update the Ingame Control Panel as well as the WorldGenerator on all clients.
+ /// Afterwards the WorldGenerator creates a new world with the new settings.
+ /// </summary>
+ public override void OnRoomPropertiesUpdate(Hashtable propertiesThatChanged)
+ {
+ if (propertiesThatChanged.ContainsKey(WorldGenerator.Instance.SeedPropertiesKey) && propertiesThatChanged.ContainsKey(WorldGenerator.Instance.WorldSizePropertiesKey) && propertiesThatChanged.ContainsKey(WorldGenerator.Instance.ClusterSizePropertiesKey) && propertiesThatChanged.ContainsKey(WorldGenerator.Instance.WorldTypePropertiesKey))
+ {
+ // Updating Seed
+ int seed = (int) propertiesThatChanged[WorldGenerator.Instance.SeedPropertiesKey];
+ seedInputField.text = seed.ToString();
+
+ // Updating World Size
+ WorldSize worldSize = (WorldSize) propertiesThatChanged[WorldGenerator.Instance.WorldSizePropertiesKey];
+ switch (worldSize)
+ {
+ case WorldSize.Tiny:
+ {
+ worldSizeDropdown.value = 0;
+ break;
+ }
+ case WorldSize.Small:
+ {
+ worldSizeDropdown.value = 1;
+ break;
+ }
+ case WorldSize.Medium:
+ {
+ worldSizeDropdown.value = 2;
+ break;
+ }
+ case WorldSize.Large:
+ {
+ worldSizeDropdown.value = 3;
+ break;
+ }
+ }
+
+ // Updating Cluster Size
+ ClusterSize clusterSize = (ClusterSize) propertiesThatChanged[WorldGenerator.Instance.ClusterSizePropertiesKey];
+ switch (clusterSize)
+ {
+ case ClusterSize.Small:
+ {
+ clusterSizeDropdown.value = 0;
+ break;
+ }
+ case ClusterSize.Medium:
+ {
+ clusterSizeDropdown.value = 1;
+ break;
+ }
+ case ClusterSize.Large:
+ {
+ clusterSizeDropdown.value = 2;
+ break;
+ }
+ }
+
+ // Updating World Type
+ WorldType worldType = (WorldType) propertiesThatChanged[WorldGenerator.Instance.WorldTypePropertiesKey];
+ switch (worldType)
+ {
+ case WorldType.Flat:
+ {
+ worldTypeDropdown.value = 0;
+ break;
+ }
+ case WorldType.Standard:
+ {
+ worldTypeDropdown.value = 1;
+ break;
+ }
+ case WorldType.Mountain:
+ {
+ worldTypeDropdown.value = 2;
+ break;
+ }
+ }
+
+ // Generating a new world
+ WorldGenerator.Instance.CreateWorld();
+ }
+ }
+
+ #endregion
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoProcedural/Scripts/IngameControlPanel.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoProcedural/Scripts/IngameControlPanel.cs.meta
new file mode 100644
index 0000000..2d657b3
--- /dev/null
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@@ -0,0 +1,12 @@
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoProcedural/Scripts/Noise.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoProcedural/Scripts/Noise.cs
new file mode 100644
index 0000000..65fdf0b
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoProcedural/Scripts/Noise.cs
@@ -0,0 +1,393 @@
+// Copyright(c) 2018, Benjamin Ward
+// All rights reserved.
+
+// Redistribution and use in source and binary forms, with or without
+// modification, are permitted provided that the following conditions are met:
+
+// * Redistributions of source code must retain the above copyright notice, this
+// list of conditions and the following disclaimer.
+
+// * Redistributions in binary form must reproduce the above copyright notice,
+// this list of conditions and the following disclaimer in the documentation
+// and/or other materials provided with the distribution.
+
+// * Neither the name of the copyright holder nor the names of its
+// contributors may be used to endorse or promote products derived from
+// this software without specific prior written permission.
+
+// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
+// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+// DISCLAIMED.IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
+// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
+// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
+// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
+// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
+// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+// SimplexNoise for C#
+// Author: Benjamin Ward
+// Github Link: https://github.com/WardBenjamin/SimplexNoise
+// Originally authored by Heikki Törmälä
+
+using System;
+
+namespace Simplex
+{
+ /// <summary>
+ /// Implementation of the Perlin simplex noise, an improved Perlin noise algorithm.
+ /// Based loosely on SimplexNoise1234 by Stefan Gustavson <http://staffwww.itn.liu.se/~stegu/aqsis/aqsis-newnoise/>
+ /// </summary>
+ public class Noise
+ {
+ public static float[] Calc1D(int width, float scale)
+ {
+ float[] values = new float[width];
+ for (int i = 0; i < width; i++)
+ values[i] = Generate(i * scale) * 128 + 128;
+ return values;
+ }
+
+ public static float[,] Calc2D(int width, int height, float scale)
+ {
+ float[,] values = new float[width, height];
+ for (int i = 0; i < width; i++)
+ for (int j = 0; j < height; j++)
+ values[i, j] = Generate(i * scale, j * scale) * 128 + 128;
+ return values;
+ }
+
+ public static float[,,] Calc3D(int width, int height, int length, float scale)
+ {
+ float[,,] values = new float[width, height, length];
+ for (int i = 0; i < width; i++)
+ for (int j = 0; j < height; j++)
+ for (int k = 0; k < length; k++)
+ values[i, j, k] = Generate(i * scale, j * scale, k * scale) * 128 + 128;
+ return values;
+ }
+
+ public static float CalcPixel1D(int x, float scale)
+ {
+ return Generate(x * scale) * 128 + 128;
+ }
+
+ public static float CalcPixel2D(int x, int y, float scale)
+ {
+ return Generate(x * scale, y * scale) * 128 + 128;
+ }
+
+ public static float CalcPixel3D(int x, int y, int z, float scale)
+ {
+ return Generate(x * scale, y * scale, z * scale) * 128 + 128;
+ }
+
+ static Noise()
+ {
+ perm = new byte[permOriginal.Length];
+ Simplex.Noise.permOriginal.CopyTo(perm, 0);
+ }
+
+ public static int Seed
+ {
+ get { return seed; }
+ set
+ {
+ if (value == 0)
+ {
+ perm = new byte[permOriginal.Length];
+ Simplex.Noise.permOriginal.CopyTo(perm, 0);
+ }
+ else
+ {
+ perm = new byte[512];
+ Random random = new Random(value);
+ random.NextBytes(perm);
+ }
+ }
+ }
+ private static int seed = 0;
+
+ /// <summary>
+ /// 1D simplex noise
+ /// </summary>
+ /// <param name="x"></param>
+ /// <returns></returns>
+ internal static float Generate(float x)
+ {
+ int i0 = FastFloor(x);
+ int i1 = i0 + 1;
+ float x0 = x - i0;
+ float x1 = x0 - 1.0f;
+
+ float n0, n1;
+
+ float t0 = 1.0f - x0 * x0;
+ t0 *= t0;
+ n0 = t0 * t0 * grad(perm[i0 & 0xff], x0);
+
+ float t1 = 1.0f - x1 * x1;
+ t1 *= t1;
+ n1 = t1 * t1 * grad(perm[i1 & 0xff], x1);
+ // The maximum value of this noise is 8*(3/4)^4 = 2.53125
+ // A factor of 0.395 scales to fit exactly within [-1,1]
+ return 0.395f * (n0 + n1);
+ }
+
+ /// <summary>
+ /// 2D simplex noise
+ /// </summary>
+ /// <param name="x"></param>
+ /// <param name="y"></param>
+ /// <returns></returns>
+ internal static float Generate(float x, float y)
+ {
+ const float F2 = 0.366025403f; // F2 = 0.5*(sqrt(3.0)-1.0)
+ const float G2 = 0.211324865f; // G2 = (3.0-Math.sqrt(3.0))/6.0
+
+ float n0, n1, n2; // Noise contributions from the three corners
+
+ // Skew the input space to determine which simplex cell we're in
+ float s = (x + y) * F2; // Hairy factor for 2D
+ float xs = x + s;
+ float ys = y + s;
+ int i = FastFloor(xs);
+ int j = FastFloor(ys);
+
+ float t = (float)(i + j) * G2;
+ float X0 = i - t; // Unskew the cell origin back to (x,y) space
+ float Y0 = j - t;
+ float x0 = x - X0; // The x,y distances from the cell origin
+ float y0 = y - Y0;
+
+ // For the 2D case, the simplex shape is an equilateral triangle.
+ // Determine which simplex we are in.
+ int i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
+ if (x0 > y0) { i1 = 1; j1 = 0; } // lower triangle, XY order: (0,0)->(1,0)->(1,1)
+ else { i1 = 0; j1 = 1; } // upper triangle, YX order: (0,0)->(0,1)->(1,1)
+
+ // A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
+ // a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
+ // c = (3-sqrt(3))/6
+
+ float x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
+ float y1 = y0 - j1 + G2;
+ float x2 = x0 - 1.0f + 2.0f * G2; // Offsets for last corner in (x,y) unskewed coords
+ float y2 = y0 - 1.0f + 2.0f * G2;
+
+ // Wrap the integer indices at 256, to avoid indexing perm[] out of bounds
+ int ii = Mod(i, 256);
+ int jj = Mod(j, 256);
+
+ // Calculate the contribution from the three corners
+ float t0 = 0.5f - x0 * x0 - y0 * y0;
+ if (t0 < 0.0f) n0 = 0.0f;
+ else
+ {
+ t0 *= t0;
+ n0 = t0 * t0 * grad(perm[ii + perm[jj]], x0, y0);
+ }
+
+ float t1 = 0.5f - x1 * x1 - y1 * y1;
+ if (t1 < 0.0f) n1 = 0.0f;
+ else
+ {
+ t1 *= t1;
+ n1 = t1 * t1 * grad(perm[ii + i1 + perm[jj + j1]], x1, y1);
+ }
+
+ float t2 = 0.5f - x2 * x2 - y2 * y2;
+ if (t2 < 0.0f) n2 = 0.0f;
+ else
+ {
+ t2 *= t2;
+ n2 = t2 * t2 * grad(perm[ii + 1 + perm[jj + 1]], x2, y2);
+ }
+
+ // Add contributions from each corner to get the final noise value.
+ // The result is scaled to return values in the interval [-1,1].
+ return 40.0f * (n0 + n1 + n2); // TODO: The scale factor is preliminary!
+ }
+
+
+ internal static float Generate(float x, float y, float z)
+ {
+ // Simple skewing factors for the 3D case
+ const float F3 = 0.333333333f;
+ const float G3 = 0.166666667f;
+
+ float n0, n1, n2, n3; // Noise contributions from the four corners
+
+ // Skew the input space to determine which simplex cell we're in
+ float s = (x + y + z) * F3; // Very nice and simple skew factor for 3D
+ float xs = x + s;
+ float ys = y + s;
+ float zs = z + s;
+ int i = FastFloor(xs);
+ int j = FastFloor(ys);
+ int k = FastFloor(zs);
+
+ float t = (float)(i + j + k) * G3;
+ float X0 = i - t; // Unskew the cell origin back to (x,y,z) space
+ float Y0 = j - t;
+ float Z0 = k - t;
+ float x0 = x - X0; // The x,y,z distances from the cell origin
+ float y0 = y - Y0;
+ float z0 = z - Z0;
+
+ // For the 3D case, the simplex shape is a slightly irregular tetrahedron.
+ // Determine which simplex we are in.
+ int i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords
+ int i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords
+
+ /* This code would benefit from a backport from the GLSL version! */
+ if (x0 >= y0)
+ {
+ if (y0 >= z0)
+ { i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 1; k2 = 0; } // X Y Z order
+ else if (x0 >= z0) { i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 0; k2 = 1; } // X Z Y order
+ else { i1 = 0; j1 = 0; k1 = 1; i2 = 1; j2 = 0; k2 = 1; } // Z X Y order
+ }
+ else
+ { // x0<y0
+ if (y0 < z0) { i1 = 0; j1 = 0; k1 = 1; i2 = 0; j2 = 1; k2 = 1; } // Z Y X order
+ else if (x0 < z0) { i1 = 0; j1 = 1; k1 = 0; i2 = 0; j2 = 1; k2 = 1; } // Y Z X order
+ else { i1 = 0; j1 = 1; k1 = 0; i2 = 1; j2 = 1; k2 = 0; } // Y X Z order
+ }
+
+ // A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
+ // a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
+ // a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
+ // c = 1/6.
+
+ float x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords
+ float y1 = y0 - j1 + G3;
+ float z1 = z0 - k1 + G3;
+ float x2 = x0 - i2 + 2.0f * G3; // Offsets for third corner in (x,y,z) coords
+ float y2 = y0 - j2 + 2.0f * G3;
+ float z2 = z0 - k2 + 2.0f * G3;
+ float x3 = x0 - 1.0f + 3.0f * G3; // Offsets for last corner in (x,y,z) coords
+ float y3 = y0 - 1.0f + 3.0f * G3;
+ float z3 = z0 - 1.0f + 3.0f * G3;
+
+ // Wrap the integer indices at 256, to avoid indexing perm[] out of bounds
+ int ii = Mod(i, 256);
+ int jj = Mod(j, 256);
+ int kk = Mod(k, 256);
+
+ // Calculate the contribution from the four corners
+ float t0 = 0.6f - x0 * x0 - y0 * y0 - z0 * z0;
+ if (t0 < 0.0f) n0 = 0.0f;
+ else
+ {
+ t0 *= t0;
+ n0 = t0 * t0 * grad(perm[ii + perm[jj + perm[kk]]], x0, y0, z0);
+ }
+
+ float t1 = 0.6f - x1 * x1 - y1 * y1 - z1 * z1;
+ if (t1 < 0.0f) n1 = 0.0f;
+ else
+ {
+ t1 *= t1;
+ n1 = t1 * t1 * grad(perm[ii + i1 + perm[jj + j1 + perm[kk + k1]]], x1, y1, z1);
+ }
+
+ float t2 = 0.6f - x2 * x2 - y2 * y2 - z2 * z2;
+ if (t2 < 0.0f) n2 = 0.0f;
+ else
+ {
+ t2 *= t2;
+ n2 = t2 * t2 * grad(perm[ii + i2 + perm[jj + j2 + perm[kk + k2]]], x2, y2, z2);
+ }
+
+ float t3 = 0.6f - x3 * x3 - y3 * y3 - z3 * z3;
+ if (t3 < 0.0f) n3 = 0.0f;
+ else
+ {
+ t3 *= t3;
+ n3 = t3 * t3 * grad(perm[ii + 1 + perm[jj + 1 + perm[kk + 1]]], x3, y3, z3);
+ }
+
+ // Add contributions from each corner to get the final noise value.
+ // The result is scaled to stay just inside [-1,1]
+ return 32.0f * (n0 + n1 + n2 + n3); // TODO: The scale factor is preliminary!
+ }
+
+ private static byte[] perm;
+
+ private static readonly byte[] permOriginal = new byte[]
+ {
+ 151,160,137,91,90,15,
+ 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
+ 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
+ 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
+ 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
+ 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
+ 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
+ 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
+ 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
+ 129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
+ 251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
+ 49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
+ 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180,
+ 151,160,137,91,90,15,
+ 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
+ 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
+ 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
+ 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
+ 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
+ 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
+ 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
+ 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
+ 129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
+ 251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
+ 49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
+ 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180
+ };
+
+ private static int FastFloor(float x)
+ {
+ return (x > 0) ? ((int)x) : (((int)x) - 1);
+ }
+
+ private static int Mod(int x, int m)
+ {
+ int a = x % m;
+ return a < 0 ? a + m : a;
+ }
+
+ private static float grad(int hash, float x)
+ {
+ int h = hash & 15;
+ float grad = 1.0f + (h & 7); // Gradient value 1.0, 2.0, ..., 8.0
+ if ((h & 8) != 0) grad = -grad; // Set a random sign for the gradient
+ return (grad * x); // Multiply the gradient with the distance
+ }
+
+ private static float grad(int hash, float x, float y)
+ {
+ int h = hash & 7; // Convert low 3 bits of hash code
+ float u = h < 4 ? x : y; // into 8 simple gradient directions,
+ float v = h < 4 ? y : x; // and compute the dot product with (x,y).
+ return ((h & 1) != 0 ? -u : u) + ((h & 2) != 0 ? -2.0f * v : 2.0f * v);
+ }
+
+ private static float grad(int hash, float x, float y, float z)
+ {
+ int h = hash & 15; // Convert low 4 bits of hash code into 12 simple
+ float u = h < 8 ? x : y; // gradient directions, and compute dot product.
+ float v = h < 4 ? y : h == 12 || h == 14 ? x : z; // Fix repeats at h = 12 to 15
+ return ((h & 1) != 0 ? -u : u) + ((h & 2) != 0 ? -v : v);
+ }
+
+ private static float grad(int hash, float x, float y, float z, float t)
+ {
+ int h = hash & 31; // Convert low 5 bits of hash code into 32 simple
+ float u = h < 24 ? x : y; // gradient directions, and compute dot product.
+ float v = h < 16 ? y : z;
+ float w = h < 8 ? z : t;
+ return ((h & 1) != 0 ? -u : u) + ((h & 2) != 0 ? -v : v) + ((h & 4) != 0 ? -w : w);
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoProcedural/Scripts/Noise.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoProcedural/Scripts/Noise.cs.meta
new file mode 100644
index 0000000..7bb5ff2
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoProcedural/Scripts/Noise.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 980b260de9546514d80e3d867a591802
+timeCreated: 1521731073
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoProcedural/Scripts/ProceduralController.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoProcedural/Scripts/ProceduralController.cs
new file mode 100644
index 0000000..90ae377
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoProcedural/Scripts/ProceduralController.cs
@@ -0,0 +1,83 @@
+using UnityEngine;
+
+namespace Photon.Pun.Demo.Procedural
+{
+ /// <summary>
+ /// Simple Input Handler to control the camera.
+ /// </summary>
+ public class ProceduralController : MonoBehaviour
+ {
+ private Camera cam;
+
+ #region UNITY
+
+ public void Awake()
+ {
+ cam = Camera.main;
+ }
+
+ /// <summary>
+ /// Use horizontal and vertical axes (by default WASD or the arrow keys) for moving for-, back- or sidewards.
+ /// Use E or Q for 'zooming' in or out.
+ /// Use the left mouse button to decrease a Block's height
+ /// or the right mouse button to increase a Block's height.
+ /// </summary>
+ public void Update()
+ {
+ float h = Input.GetAxisRaw("Horizontal");
+ float v = Input.GetAxisRaw("Vertical");
+
+ if (h >= 0.1f)
+ {
+ cam.transform.position += Vector3.right * 10.0f * Time.deltaTime;
+ }
+ else if (h <= -0.1f)
+ {
+ cam.transform.position += Vector3.left * 10.0f * Time.deltaTime;
+ }
+
+ if (v >= 0.1f)
+ {
+ cam.transform.position += Vector3.forward * 10.0f * Time.deltaTime;
+ }
+ else if (v <= -0.1f)
+ {
+ cam.transform.position += Vector3.back * 10.0f * Time.deltaTime;
+ }
+
+ if (Input.GetKey(KeyCode.Q))
+ {
+ cam.transform.position += Vector3.up * 10.0f * Time.deltaTime;
+ }
+ else if (Input.GetKey(KeyCode.E))
+ {
+ cam.transform.position += Vector3.down * 10.0f * Time.deltaTime;
+ }
+
+ if (Input.GetMouseButtonDown(0) || Input.GetMouseButtonDown(1))
+ {
+ Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
+ RaycastHit hit;
+
+ if (Physics.Raycast(ray, out hit, 100.0f))
+ {
+ Block b = hit.transform.GetComponent<Block>();
+
+ if (b != null)
+ {
+ if (Input.GetMouseButtonDown(0))
+ {
+ WorldGenerator.Instance.DecreaseBlockHeight(b.ClusterId, b.BlockId);
+ }
+ else if (Input.GetMouseButtonDown(1))
+ {
+ WorldGenerator.Instance.IncreaseBlockHeight(b.ClusterId, b.BlockId);
+ }
+ }
+ }
+ }
+ }
+
+ #endregion
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoProcedural/Scripts/ProceduralController.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoProcedural/Scripts/ProceduralController.cs.meta
new file mode 100644
index 0000000..ea787ef
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoProcedural/Scripts/ProceduralController.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 11937abc60ef5bc4796d4b3a3d273f83
+timeCreated: 1522938410
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoProcedural/Scripts/WorldGenerator.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoProcedural/Scripts/WorldGenerator.cs
new file mode 100644
index 0000000..6510486
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoProcedural/Scripts/WorldGenerator.cs
@@ -0,0 +1,289 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using Hashtable = ExitGames.Client.Photon.Hashtable;
+
+namespace Photon.Pun.Demo.Procedural
+{
+ /// <summary>
+ /// Describes the Size of the World.
+ /// A 'Tiny' world for example will be created with 16 x 16 Blocks.
+ /// </summary>
+ public enum WorldSize
+ {
+ Tiny = 16,
+ Small = 32,
+ Medium = 64,
+ Large = 128
+ }
+
+ /// <summary>
+ /// Describes the type of the generated world.
+ /// This basically influences the maximum height of a Block.
+ /// </summary>
+ public enum WorldType
+ {
+ Flat = 4,
+ Standard = 8,
+ Mountain = 16
+ }
+
+ /// <summary>
+ /// Describes how many Blocks are part of one CLuster.
+ /// Having a 'Small' ClusterSize increases the amount of Clusters being created,
+ /// whereat generating a world with a 'Large' ClusterSize doesn't create that many Clusters.
+ /// </summary>
+ public enum ClusterSize
+ {
+ Small = 4,
+ Medium = 16,
+ Large = 64
+ }
+
+ /// <summary>
+ /// The World Generator creates a world based on four options the current MasterClient can set.
+ /// These options are available on the Ingame Control Panel. If those options are confirmed by the current MasterClient,
+ /// they will be stored in the Custom Room Properties to make them available on all clients.
+ /// These options are:
+ /// 1) a numerical Seed to make sure that each client generates the same world and to avoid Random functions and 'network-instantiate' everything
+ /// 2) the World Size to describe how large the generated world should be
+ /// 3) the Cluster Size to describe how many Blocks are inside each Cluster
+ /// 4) the World Type to make the generated world appear in different 'looks'.
+ /// </summary>
+ public class WorldGenerator : MonoBehaviour
+ {
+ public readonly string SeedPropertiesKey = "Seed";
+ public readonly string WorldSizePropertiesKey = "WorldSize";
+ public readonly string ClusterSizePropertiesKey = "ClusterSize";
+ public readonly string WorldTypePropertiesKey = "WorldType";
+
+ private static WorldGenerator instance;
+
+ public static WorldGenerator Instance
+ {
+ get
+ {
+ if (instance == null)
+ {
+ instance = FindObjectOfType<WorldGenerator>();
+ }
+
+ return instance;
+ }
+ }
+
+ public int Seed { get; set; }
+
+ public WorldSize WorldSize { get; set; }
+
+ public ClusterSize ClusterSize { get; set; }
+
+ public WorldType WorldType { get; set; }
+
+ private Dictionary<int, GameObject> clusterList;
+
+ public Material[] WorldMaterials;
+
+ #region UNITY
+
+ public void Awake()
+ {
+ clusterList = new Dictionary<int, GameObject>();
+
+ WorldSize = WorldSize.Tiny;
+ ClusterSize = ClusterSize.Small;
+ WorldType = WorldType.Standard;
+ }
+
+ #endregion
+
+ #region CLASS FUNCTIONS
+
+ /// <summary>
+ /// Called whenever a client receives a Custom Room Properties update containing all necessary information for creating a world.
+ /// If there is currently a world generation process running, it will be stopped automatically.
+ /// Also if there is a world already existing, it will be destroyed before the new one gets created.
+ /// </summary>
+ public void CreateWorld()
+ {
+ StopAllCoroutines();
+ DestroyWorld();
+ StartCoroutine(GenerateWorld());
+ }
+
+ /// <summary>
+ /// Destroys each Block from each Cluster before actually destroying the Cluster itself.
+ /// </summary>
+ private void DestroyWorld()
+ {
+ foreach (GameObject cluster in clusterList.Values)
+ {
+ Cluster clusterComponent = cluster.GetComponent<Cluster>();
+ clusterComponent.DestroyCluster();
+
+ Destroy(cluster);
+ }
+
+ clusterList.Clear();
+ }
+
+ /// <summary>
+ /// Whenever the 'Confirm' button on the Control Panel is clicked by the MasterClient,
+ /// the Room Properties will be updated with the settings he defined.
+ /// </summary>
+ public void ConfirmAndUpdateProperties()
+ {
+ if (!PhotonNetwork.IsMasterClient)
+ {
+ return;
+ }
+
+ Hashtable properties = new Hashtable
+ {
+ {SeedPropertiesKey, Seed},
+ {WorldSizePropertiesKey, (int) WorldSize},
+ {ClusterSizePropertiesKey, (int) ClusterSize},
+ {WorldTypePropertiesKey, (int) WorldType}
+ };
+
+ PhotonNetwork.CurrentRoom.SetCustomProperties(properties);
+ }
+
+ /// <summary>
+ /// Decreases the height of a certain Block from a certain Cluster.
+ /// </summary>
+ public void DecreaseBlockHeight(int clusterId, int blockId)
+ {
+ Cluster c = clusterList[clusterId].GetComponent<Cluster>();
+
+ if (c != null)
+ {
+ c.DecreaseBlockHeight(blockId);
+ }
+ }
+
+ /// <summary>
+ /// Increases the height of a certain Block from a certain Cluster.
+ /// </summary>
+ public void IncreaseBlockHeight(int clusterId, int blockId)
+ {
+ Cluster c = clusterList[clusterId].GetComponent<Cluster>();
+
+ if (c != null)
+ {
+ c.IncreaseBlockHeight(blockId);
+ }
+ }
+
+ #endregion
+
+ #region COROUTINES
+
+ /// <summary>
+ /// Generates a new world based on the settings made either by the MasterClient on the
+ /// Ingame Control Panel or after receiving the new settings from the Custom Room Properties update.
+ /// </summary>
+ private IEnumerator GenerateWorld()
+ {
+ Debug.Log(string.Format("<b>Procedural Demo</b>: Creating world using Seed: {0}, World Size: {1}, Cluster Size: {2} and World Type: {3}", Seed, WorldSize, ClusterSize, WorldType));
+
+ Simplex.Noise.Seed = Seed;
+
+ int clusterId = 0;
+
+ // Instantiating all necessary clusters at their target position
+ for (int x = 0; x < (int) WorldSize; x += (int) Mathf.Sqrt((int) ClusterSize))
+ {
+ for (int z = 0; z < (int) WorldSize; z += (int) Mathf.Sqrt((int) ClusterSize))
+ {
+ GameObject cluster = new GameObject();
+ cluster.name = "Cluster " + clusterId;
+
+ cluster.transform.SetParent(transform);
+ cluster.transform.position = new Vector3(x, 0.0f, z);
+
+ Cluster clusterComponent = cluster.AddComponent<Cluster>();
+ clusterComponent.ClusterId = clusterId;
+
+ clusterList.Add(clusterId++, cluster);
+ }
+ }
+
+ yield return new WaitForEndOfFrame();
+
+ // Instantiating all necessary blocks as a child of a certain cluster
+ foreach (GameObject cluster in clusterList.Values)
+ {
+ Vector3 clusterPosition = cluster.transform.position;
+
+ int blockId = 0;
+
+ for (int x = 0; x < (int) Mathf.Sqrt((int) ClusterSize); ++x)
+ {
+ for (int z = 0; z < (int) Mathf.Sqrt((int) ClusterSize); ++z)
+ {
+ float noiseValue = Simplex.Noise.CalcPixel2D((int) clusterPosition.x + x, (int) clusterPosition.z + z, 0.02f);
+
+ int height = (int) noiseValue / (int) (256.0f / (float) WorldType);
+ int materialIndex = (int) noiseValue / (int) (256.0f / WorldMaterials.Length);
+
+ GameObject block = GameObject.CreatePrimitive(PrimitiveType.Cube);
+ block.name = "Block " + blockId;
+
+ block.transform.SetParent(cluster.transform);
+ block.transform.localScale = new Vector3(1.0f, height, 1.0f);
+ block.transform.position = new Vector3(clusterPosition.x + x, height / 2.0f, clusterPosition.z + z);
+ block.GetComponent<MeshRenderer>().material = WorldMaterials[materialIndex];
+
+ Block blockComponent = block.AddComponent<Block>();
+ blockComponent.BlockId = blockId;
+ blockComponent.ClusterId = cluster.GetComponent<Cluster>().ClusterId;
+
+ cluster.GetComponent<Cluster>().AddBlock(blockId++, block);
+ }
+ }
+
+ yield return new WaitForEndOfFrame();
+ }
+
+ // Applying modifications made to the world when joining the room later or while it is created
+ foreach (DictionaryEntry entry in PhotonNetwork.CurrentRoom.CustomProperties)
+ {
+ if (entry.Value == null)
+ {
+ continue;
+ }
+
+ string key = entry.Key.ToString();
+
+ if ((key == SeedPropertiesKey) || (key == WorldSizePropertiesKey) || (key == ClusterSizePropertiesKey) || (key == WorldTypePropertiesKey))
+ {
+ continue;
+ }
+
+ int indexOfBlank = key.IndexOf(' ');
+ key = key.Substring(indexOfBlank + 1, (key.Length - (indexOfBlank + 1)));
+
+ int.TryParse(key, out clusterId);
+
+ GameObject cluster;
+ if (clusterList.TryGetValue(clusterId, out cluster))
+ {
+ Cluster c = cluster.GetComponent<Cluster>();
+
+ if (c != null)
+ {
+ Dictionary<int, float> clusterModifications = (Dictionary<int, float>) entry.Value;
+
+ foreach (KeyValuePair<int, float> pair in clusterModifications)
+ {
+ c.SetBlockHeightRemote(pair.Key, pair.Value);
+ }
+ }
+ }
+ }
+ }
+
+ #endregion
+ }
+} \ No newline at end of file
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Kenney Assets/Racing Kit/Models/billboardLower.fbx.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Kenney Assets/Racing Kit/Models/billboardLower.fbx.meta
new file mode 100644
index 0000000..e7db4e3
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Kenney Assets/Racing Kit/Models/flagGreen.fbx b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Kenney Assets/Racing Kit/Models/flagGreen.fbx
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Kenney Assets/Racing Kit/Models/rail.fbx b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Kenney Assets/Racing Kit/Models/rail.fbx
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Kenney Assets/Racing Kit/Models/roadCornerSmall.fbx b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Kenney Assets/Racing Kit/Models/roadCornerSmall.fbx
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Kenney Assets/Racing Kit/Models/roadRampLongCurvedWall.fbx.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Kenney Assets/Racing Kit/Models/roadRampLongCurvedWall.fbx.meta
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Kenney Assets/Racing Kit/Models/roadStart.fbx b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Kenney Assets/Racing Kit/Models/roadStart.fbx
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Kenney Assets/Racing Kit/Models/roadStart.fbx.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Kenney Assets/Racing Kit/Models/roadStart.fbx.meta
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Kenney Assets/Racing Kit/Models/roadStartPositions.fbx b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Kenney Assets/Racing Kit/Models/roadStartPositions.fbx
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Kenney Assets/Racing Kit/Models/roadStraight.fbx b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Kenney Assets/Racing Kit/Models/roadStraight.fbx
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Kenney Assets/Racing Kit/Models/roadStraight.fbx.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Kenney Assets/Racing Kit/Models/roadStraight.fbx.meta
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Kenney Assets/Racing Kit/Models/roadStraightBridgeStart.fbx b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Kenney Assets/Racing Kit/Models/roadStraightBridgeStart.fbx
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new file mode 100644
index 0000000..6ef0889
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+ a: 1,1
+ }
+ }
+ AnimationCurve: 1743997184, "AnimCurve::", "" {
+ Default: 0
+ KeyVer: 4008
+ KeyTime: *2 {
+ a: 0,64660621200
+ }
+ KeyValueFloat: *2 {
+ a: 0.9999989,0.9999989
+ }
+ ;KeyAttrFlags: Linear, Linear
+ KeyAttrFlags: *2 {
+ a: 8452,8452
+ }
+ ;KeyAttrDataFloat: RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0
+ KeyAttrDataFloat: *8 {
+ a: 0,0,218434821,0,0,0,218434821,0
+ }
+ KeyAttrRefCount: *2 {
+ a: 1,1
+ }
+ }
+ AnimationCurve: 1743997504, "AnimCurve::", "" {
+ Default: 0
+ KeyVer: 4008
+ KeyTime: *6 {
+ a: 0,15395386000,30790772000,32330310600,47725696600,63121082600
+ }
+ KeyValueFloat: *6 {
+ a: 0,0,0,0,0,0
+ }
+ ;KeyAttrFlags: Linear, Linear, Linear, Linear, Linear, Linear
+ KeyAttrFlags: *6 {
+ a: 8452,8452,8452,8452,8452,8452
+ }
+ ;KeyAttrDataFloat: RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0
+ KeyAttrDataFloat: *24 {
+ a: 0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0
+ }
+ KeyAttrRefCount: *6 {
+ a: 1,1,1,1,1,1
+ }
+ }
+ AnimationCurve: 1202568864, "AnimCurve::", "" {
+ Default: 0
+ KeyVer: 4008
+ KeyTime: *6 {
+ a: 0,15395386000,30790772000,32330310600,47725696600,63121082600
+ }
+ KeyValueFloat: *6 {
+ a: 0,180,360,360,540,720
+ }
+ ;KeyAttrFlags: Linear, Linear, Linear, Linear, Linear, Linear
+ KeyAttrFlags: *6 {
+ a: 8452,8452,8452,8452,8452,8452
+ }
+ ;KeyAttrDataFloat: RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0
+ KeyAttrDataFloat: *24 {
+ a: 0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0
+ }
+ KeyAttrRefCount: *6 {
+ a: 1,1,1,1,1,1
+ }
+ }
+ AnimationCurve: 1202570144, "AnimCurve::", "" {
+ Default: 0
+ KeyVer: 4008
+ KeyTime: *6 {
+ a: 0,15395386000,30790772000,32330310600,47725696600,63121082600
+ }
+ KeyValueFloat: *6 {
+ a: 0,0,0,0,0,0
+ }
+ ;KeyAttrFlags: Linear, Linear, Linear, Linear, Linear, Linear
+ KeyAttrFlags: *6 {
+ a: 8452,8452,8452,8452,8452,8452
+ }
+ ;KeyAttrDataFloat: RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0
+ KeyAttrDataFloat: *24 {
+ a: 0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0
+ }
+ KeyAttrRefCount: *6 {
+ a: 1,1,1,1,1,1
+ }
+ }
+ CollectionExclusive: 1747967184, "DisplayLayer::sold_2", "DisplayLayer" {
+ Properties70: {
+ P: "Color", "ColorRGB", "Color", "",0.83921568627451,0.890196078431373,0.6
+ }
+ }
+}
+
+; Object connections
+;------------------------------------------------------------------
+
+Connections: {
+
+ ;Model::car_1a, Model::RootNode
+ C: "OO",1829540720,0
+
+ ;AnimLayer::BaseLayer, AnimStack::Take 001
+ C: "OO",1741722112,1820460944
+
+ ;AnimCurveNode::R, AnimLayer::BaseLayer
+ C: "OO",1820459696,1741722112
+
+ ;AnimCurveNode::R, AnimLayer::BaseLayer
+ C: "OO",1820464272,1741722112
+
+ ;AnimCurveNode::T, AnimLayer::BaseLayer
+ C: "OO",1820464480,1741722112
+
+ ;AnimCurveNode::R, AnimLayer::BaseLayer
+ C: "OO",1820464688,1741722112
+
+ ;AnimCurveNode::S, AnimLayer::BaseLayer
+ C: "OO",1820464896,1741722112
+
+ ;AnimCurveNode::T, AnimLayer::BaseLayer
+ C: "OO",1820465104,1741722112
+
+ ;AnimCurveNode::R, AnimLayer::BaseLayer
+ C: "OO",1820465312,1741722112
+
+ ;AnimCurveNode::S, AnimLayer::BaseLayer
+ C: "OO",1820465520,1741722112
+
+ ;AnimCurveNode::T, AnimLayer::BaseLayer
+ C: "OO",1820465728,1741722112
+
+ ;AnimCurveNode::R, AnimLayer::BaseLayer
+ C: "OO",1820465936,1741722112
+
+ ;AnimCurveNode::S, AnimLayer::BaseLayer
+ C: "OO",1820466144,1741722112
+
+ ;AnimCurveNode::R, AnimLayer::BaseLayer
+ C: "OO",1820466352,1741722112
+
+ ;Model::car1_a, Model::car_1a
+ C: "OO",1829542912,1829540720
+
+ ;Model::w1, Model::car_1a
+ C: "OO",1824981280,1829540720
+
+ ;Model::w3, Model::car_1a
+ C: "OO",1824987856,1829540720
+
+ ;Model::w4, Model::car_1a
+ C: "OO",1824994432,1829540720
+
+ ;Model::w2, Model::car_1a
+ C: "OO",1825198464,1829540720
+
+ ;NodeAttribute::, Model::car_1a
+ C: "OO",1157882768,1829540720
+
+ ;Model::Box1392, Model::car1_a
+ C: "OO",1829545104,1829542912
+
+ ;Model::Box1394, Model::car1_a
+ C: "OO",1829547296,1829542912
+
+ ;Model::Object259, Model::car1_a
+ C: "OO",1829549488,1829542912
+
+ ;Model::glass, Model::car1_a
+ C: "OO",1829551680,1829542912
+
+ ;Model::Object263, Model::car1_a
+ C: "OO",1829553872,1829542912
+
+ ;Model::windows_inside, Model::car1_a
+ C: "OO",1829556064,1829542912
+
+ ;Model::Box1396, Model::car1_a
+ C: "OO",1824970320,1829542912
+
+ ;Model::Box1393, Model::car1_a
+ C: "OO",1824972512,1829542912
+
+ ;Model::gun, Model::car1_a
+ C: "OO",1824974704,1829542912
+
+ ;Model::soldier, Model::car1_a
+ C: "OO",1824976896,1829542912
+
+ ;Model::Box1395, Model::car1_a
+ C: "OO",1824979088,1829542912
+
+ ;NodeAttribute::, Model::car1_a
+ C: "OO",1157883120,1829542912
+
+ ;Geometry::, Model::Box1392
+ C: "OO",1202546288,1829545104
+
+ ;Material::24 - Default, Model::Box1392
+ C: "OO",121289744,1829545104
+
+ ;Geometry::, Model::Box1394
+ C: "OO",1202544608,1829547296
+
+ ;Material::20 - Default, Model::Box1394
+ C: "OO",121297904,1829547296
+
+ ;Geometry::, Model::Object259
+ C: "OO",1202545168,1829549488
+
+ ;Material::20 - Default, Model::Object259
+ C: "OO",121297904,1829549488
+
+ ;Geometry::, Model::glass
+ C: "OO",1202544048,1829551680
+
+ ;Material::13 - Default, Model::glass
+ C: "OO",121302224,1829551680
+
+ ;Geometry::, Model::Object263
+ C: "OO",1031159248,1829553872
+
+ ;Material::20 - Default, Model::Object263
+ C: "OO",121297904,1829553872
+
+ ;Geometry::, Model::windows_inside
+ C: "OO",1031156448,1829556064
+
+ ;Material::20 - Default, Model::windows_inside
+ C: "OO",121297904,1829556064
+
+ ;Geometry::, Model::Box1396
+ C: "OO",1031157568,1824970320
+
+ ;Material::13 - Default, Model::Box1396
+ C: "OO",121302224,1824970320
+
+ ;Geometry::, Model::Box1393
+ C: "OO",1741205936,1824972512
+
+ ;Material::20 - Default, Model::Box1393
+ C: "OO",121297904,1824972512
+
+ ;NodeAttribute::, Model::gun
+ C: "OO",1637638848,1824974704
+
+ ;NodeAttribute::, Model::soldier
+ C: "OO",1637639024,1824976896
+
+ ;Geometry::, Model::Box1395
+ C: "OO",1741207056,1824979088
+
+ ;Material::13 - Default, Model::Box1395
+ C: "OO",121302224,1824979088
+
+ ;Model::disk4, Model::w1
+ C: "OO",1824983472,1824981280
+
+ ;Model::wheel4, Model::w1
+ C: "OO",1824985664,1824981280
+
+ ;NodeAttribute::, Model::w1
+ C: "OO",1637639200,1824981280
+
+ ;AnimCurveNode::R, Model::w1
+ C: "OP",1820459696,1824981280, "Lcl Rotation"
+
+ ;Geometry::, Model::disk4
+ C: "OO",1741207616,1824983472
+
+ ;Material::roof, Model::disk4
+ C: "OO",121292144,1824983472
+
+ ;Geometry::, Model::wheel4
+ C: "OO",1741206496,1824985664
+
+ ;Material::13 - Default, Model::wheel4
+ C: "OO",121302224,1824985664
+
+ ;Model::wheel3, Model::w3
+ C: "OO",1824990048,1824987856
+
+ ;NodeAttribute::, Model::w3
+ C: "OO",1637639376,1824987856
+
+ ;AnimCurveNode::R, Model::w3
+ C: "OP",1820464272,1824987856, "Lcl Rotation"
+
+ ;Model::disk3, Model::wheel3
+ C: "OO",1824992240,1824990048
+
+ ;Geometry::, Model::wheel3
+ C: "OO",1747151392,1824990048
+
+ ;Material::13 - Default, Model::wheel3
+ C: "OO",121302224,1824990048
+
+ ;Geometry::, Model::disk3
+ C: "OO",1747154752,1824992240
+
+ ;Material::roof, Model::disk3
+ C: "OO",121292144,1824992240
+
+ ;Model::disk2, Model::w4
+ C: "OO",1824996624,1824994432
+
+ ;NodeAttribute::, Model::w4
+ C: "OO",1637639552,1824994432
+
+ ;AnimCurveNode::T, Model::w4
+ C: "OP",1820464480,1824994432, "Lcl Translation"
+
+ ;AnimCurveNode::R, Model::w4
+ C: "OP",1820464688,1824994432, "Lcl Rotation"
+
+ ;AnimCurveNode::S, Model::w4
+ C: "OP",1820464896,1824994432, "Lcl Scaling"
+
+ ;Model::wheel2, Model::disk2
+ C: "OO",1824998816,1824996624
+
+ ;Geometry::, Model::disk2
+ C: "OO",1747153072,1824996624
+
+ ;Material::roof, Model::disk2
+ C: "OO",121292144,1824996624
+
+ ;AnimCurveNode::T, Model::disk2
+ C: "OP",1820465104,1824996624, "Lcl Translation"
+
+ ;AnimCurveNode::R, Model::disk2
+ C: "OP",1820465312,1824996624, "Lcl Rotation"
+
+ ;AnimCurveNode::S, Model::disk2
+ C: "OP",1820465520,1824996624, "Lcl Scaling"
+
+ ;Geometry::, Model::wheel2
+ C: "OO",1747154192,1824998816
+
+ ;Material::13 - Default, Model::wheel2
+ C: "OO",121302224,1824998816
+
+ ;AnimCurveNode::T, Model::wheel2
+ C: "OP",1820465728,1824998816, "Lcl Translation"
+
+ ;AnimCurveNode::R, Model::wheel2
+ C: "OP",1820465936,1824998816, "Lcl Rotation"
+
+ ;AnimCurveNode::S, Model::wheel2
+ C: "OP",1820466144,1824998816, "Lcl Scaling"
+
+ ;Model::disc1, Model::w2
+ C: "OO",1825200656,1825198464
+
+ ;Model::wheel1, Model::w2
+ C: "OO",1825202848,1825198464
+
+ ;NodeAttribute::, Model::w2
+ C: "OO",1637639728,1825198464
+
+ ;AnimCurveNode::R, Model::w2
+ C: "OP",1820466352,1825198464, "Lcl Rotation"
+
+ ;Geometry::, Model::disc1
+ C: "OO",1753658816,1825200656
+
+ ;Material::roof, Model::disc1
+ C: "OO",121292144,1825200656
+
+ ;Geometry::, Model::wheel1
+ C: "OO",1753659376,1825202848
+
+ ;Material::13 - Default, Model::wheel1
+ C: "OO",121302224,1825202848
+
+ ;AnimCurve::, AnimCurveNode::R
+ C: "OP",1042006576,1820459696, "d|X"
+
+ ;AnimCurve::, AnimCurveNode::R
+ C: "OP",1042005136,1820459696, "d|Y"
+
+ ;AnimCurve::, AnimCurveNode::R
+ C: "OP",1042003536,1820459696, "d|Z"
+
+ ;AnimCurve::, AnimCurveNode::R
+ C: "OP",1042005616,1820464272, "d|X"
+
+ ;AnimCurve::, AnimCurveNode::R
+ C: "OP",1042001936,1820464272, "d|Y"
+
+ ;AnimCurve::, AnimCurveNode::R
+ C: "OP",1042006096,1820464272, "d|Z"
+
+ ;AnimCurve::, AnimCurveNode::T
+ C: "OP",1639305792,1820464480, "d|X"
+
+ ;AnimCurve::, AnimCurveNode::T
+ C: "OP",1639301472,1820464480, "d|Y"
+
+ ;AnimCurve::, AnimCurveNode::T
+ C: "OP",1639303552,1820464480, "d|Z"
+
+ ;AnimCurve::, AnimCurveNode::R
+ C: "OP",1639302112,1820464688, "d|X"
+
+ ;AnimCurve::, AnimCurveNode::R
+ C: "OP",1639305472,1820464688, "d|Y"
+
+ ;AnimCurve::, AnimCurveNode::R
+ C: "OP",1639305952,1820464688, "d|Z"
+
+ ;AnimCurve::, AnimCurveNode::S
+ C: "OP",1639302752,1820464896, "d|X"
+
+ ;AnimCurve::, AnimCurveNode::S
+ C: "OP",1639304352,1820464896, "d|Y"
+
+ ;AnimCurve::, AnimCurveNode::S
+ C: "OP",1639304992,1820464896, "d|Z"
+
+ ;AnimCurve::, AnimCurveNode::T
+ C: "OP",1639302272,1820465104, "d|X"
+
+ ;AnimCurve::, AnimCurveNode::T
+ C: "OP",1639305632,1820465104, "d|Y"
+
+ ;AnimCurve::, AnimCurveNode::T
+ C: "OP",1639304512,1820465104, "d|Z"
+
+ ;AnimCurve::, AnimCurveNode::R
+ C: "OP",1639298912,1820465312, "d|X"
+
+ ;AnimCurve::, AnimCurveNode::R
+ C: "OP",1753398080,1820465312, "d|Y"
+
+ ;AnimCurve::, AnimCurveNode::R
+ C: "OP",1753398400,1820465312, "d|Z"
+
+ ;AnimCurve::, AnimCurveNode::S
+ C: "OP",1753399680,1820465520, "d|X"
+
+ ;AnimCurve::, AnimCurveNode::S
+ C: "OP",1753398560,1820465520, "d|Y"
+
+ ;AnimCurve::, AnimCurveNode::S
+ C: "OP",1753400480,1820465520, "d|Z"
+
+ ;AnimCurve::, AnimCurveNode::T
+ C: "OP",1753399840,1820465728, "d|X"
+
+ ;AnimCurve::, AnimCurveNode::T
+ C: "OP",1753399040,1820465728, "d|Y"
+
+ ;AnimCurve::, AnimCurveNode::T
+ C: "OP",1042005776,1820465728, "d|Z"
+
+ ;AnimCurve::, AnimCurveNode::R
+ C: "OP",1042002096,1820465936, "d|X"
+
+ ;AnimCurve::, AnimCurveNode::R
+ C: "OP",1042006416,1820465936, "d|Y"
+
+ ;AnimCurve::, AnimCurveNode::R
+ C: "OP",1042005456,1820465936, "d|Z"
+
+ ;AnimCurve::, AnimCurveNode::S
+ C: "OP",1042001776,1820466144, "d|X"
+
+ ;AnimCurve::, AnimCurveNode::S
+ C: "OP",1042005936,1820466144, "d|Y"
+
+ ;AnimCurve::, AnimCurveNode::S
+ C: "OP",1743997184,1820466144, "d|Z"
+
+ ;AnimCurve::, AnimCurveNode::R
+ C: "OP",1743997504,1820466352, "d|X"
+
+ ;AnimCurve::, AnimCurveNode::R
+ C: "OP",1202568864,1820466352, "d|Y"
+
+ ;AnimCurve::, AnimCurveNode::R
+ C: "OP",1202570144,1820466352, "d|Z"
+}
+;Takes section
+;----------------------------------------------------
+
+Takes: {
+ Current: ""
+ Take: "Take 001" {
+ FileName: "Take_001.tak"
+ LocalTime: 0,153953860000
+ ReferenceTime: 0,153953860000
+ }
+}
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Kenney Assets/Stylized city/Models/car_1.FBX.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Kenney Assets/Stylized city/Models/car_1.FBX.meta
new file mode 100644
index 0000000..4ac6684
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Kenney Assets/Stylized city/Models/car_1.FBX.meta
@@ -0,0 +1,402 @@
+fileFormatVersion: 2
+guid: 1ec55baed88ac07429a52bee4c519015
+timeCreated: 1446814704
+licenseType: Store
+ModelImporter:
+ serializedVersion: 18
+ fileIDToRecycleName:
+ 100000: Box1392
+ 100002: Box1393
+ 100004: Box1394
+ 100006: Box1395
+ 100008: Box1396
+ 100010: car1_a
+ 100012: //RootNode
+ 100014: disc1
+ 100016: disk2
+ 100018: disk3
+ 100020: disk4
+ 100022: glass
+ 100024: gun
+ 100026: Object259
+ 100028: Object263
+ 100030: soldier
+ 100032: w1
+ 100034: w2
+ 100036: w3
+ 100038: w4
+ 100040: wheel1
+ 100042: wheel2
+ 100044: wheel3
+ 100046: wheel4
+ 100048: windows_inside
+ 400000: Box1392
+ 400002: Box1393
+ 400004: Box1394
+ 400006: Box1395
+ 400008: Box1396
+ 400010: car1_a
+ 400012: //RootNode
+ 400014: disc1
+ 400016: disk2
+ 400018: disk3
+ 400020: disk4
+ 400022: glass
+ 400024: gun
+ 400026: Object259
+ 400028: Object263
+ 400030: soldier
+ 400032: w1
+ 400034: w2
+ 400036: w3
+ 400038: w4
+ 400040: wheel1
+ 400042: wheel2
+ 400044: wheel3
+ 400046: wheel4
+ 400048: windows_inside
+ 2300000: Box1392
+ 2300002: Box1393
+ 2300004: Box1394
+ 2300006: Box1395
+ 2300008: Box1396
+ 2300010: disc1
+ 2300012: disk2
+ 2300014: disk3
+ 2300016: disk4
+ 2300018: glass
+ 2300020: Object259
+ 2300022: Object263
+ 2300024: wheel1
+ 2300026: wheel2
+ 2300028: wheel3
+ 2300030: wheel4
+ 2300032: windows_inside
+ 3300000: Box1392
+ 3300002: Box1393
+ 3300004: Box1394
+ 3300006: Box1395
+ 3300008: Box1396
+ 3300010: disc1
+ 3300012: disk2
+ 3300014: disk3
+ 3300016: disk4
+ 3300018: glass
+ 3300020: Object259
+ 3300022: Object263
+ 3300024: wheel1
+ 3300026: wheel2
+ 3300028: wheel3
+ 3300030: wheel4
+ 3300032: windows_inside
+ 4300000: Box1392
+ 4300002: Box1394
+ 4300004: Object259
+ 4300006: glass
+ 4300008: Object263
+ 4300010: windows_inside
+ 4300012: Box1396
+ 4300014: Box1393
+ 4300016: Box1395
+ 4300018: disk4
+ 4300020: wheel4
+ 4300022: wheel3
+ 4300024: disk3
+ 4300026: disk2
+ 4300028: wheel2
+ 4300030: disc1
+ 4300032: wheel1
+ 7400000: Rotate_wheels
+ 7400002: Turn_left
+ 7400004: Turn_right
+ 9500000: //RootNode
+ materials:
+ importMaterials: 1
+ materialName: 0
+ materialSearch: 1
+ animations:
+ legacyGenerateAnimations: 4
+ bakeSimulation: 0
+ optimizeGameObjects: 0
+ motionNodeName:
+ animationImportErrors:
+ animationImportWarnings:
+ animationRetargetingWarnings:
+ animationDoRetargetingWarnings: 0
+ animationCompression: 1
+ animationRotationError: .5
+ animationPositionError: .5
+ animationScaleError: .5
+ animationWrapMode: 0
+ extraExposedTransformPaths: []
+ clipAnimations:
+ - serializedVersion: 16
+ name: Rotate_wheels
+ takeName: Take 001
+ firstFrame: 0
+ lastFrame: 19
+ wrapMode: 0
+ orientationOffsetY: 0
+ level: 0
+ cycleOffset: 0
+ loop: 0
+ loopTime: 0
+ loopBlend: 0
+ loopBlendOrientation: 0
+ loopBlendPositionY: 0
+ loopBlendPositionXZ: 0
+ keepOriginalOrientation: 0
+ keepOriginalPositionY: 1
+ keepOriginalPositionXZ: 0
+ heightFromFeet: 0
+ mirror: 0
+ bodyMask: 01000000010000000100000001000000010000000100000001000000010000000100000001000000010000000100000001000000
+ curves: []
+ events: []
+ transformMask:
+ - path:
+ weight: 1
+ - path: car1_a
+ weight: 1
+ - path: car1_a/Box1392
+ weight: 1
+ - path: car1_a/Box1393
+ weight: 1
+ - path: car1_a/Box1394
+ weight: 1
+ - path: car1_a/Box1395
+ weight: 1
+ - path: car1_a/Box1396
+ weight: 1
+ - path: car1_a/glass
+ weight: 1
+ - path: car1_a/gun
+ weight: 1
+ - path: car1_a/Object259
+ weight: 1
+ - path: car1_a/Object263
+ weight: 1
+ - path: car1_a/soldier
+ weight: 1
+ - path: car1_a/windows_inside
+ weight: 1
+ - path: w1
+ weight: 1
+ - path: w1/disk4
+ weight: 1
+ - path: w1/wheel4
+ weight: 1
+ - path: w2
+ weight: 1
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+ ;KeyAttrFlags: Linear, Linear, Linear, Linear, Linear, Linear, Linear, Linear, Linear
+ KeyAttrFlags: *9 {
+ a: 8452,8452,8452,8452,8452,8452,8452,8452,8452
+ }
+ ;KeyAttrDataFloat: RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0
+ KeyAttrDataFloat: *36 {
+ a: 0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0
+ }
+ KeyAttrRefCount: *9 {
+ a: 1,1,1,1,1,1,1,1,1
+ }
+ }
+ AnimationCurve: 1748029712, "AnimCurve::", "" {
+ Default: 0
+ KeyVer: 4008
+ KeyTime: *9 {
+ a: 0,15395386000,30790772000,32330310600,47725696600,63121082600,64660621200,80056007200,95451393200
+ }
+ KeyValueFloat: *9 {
+ a: 0,0,0,20,20,20,-20,-20,-20
+ }
+ ;KeyAttrFlags: Linear, Linear, Linear, Linear, Linear, Linear, Linear, Linear, Linear
+ KeyAttrFlags: *9 {
+ a: 8452,8452,8452,8452,8452,8452,8452,8452,8452
+ }
+ ;KeyAttrDataFloat: RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0
+ KeyAttrDataFloat: *36 {
+ a: 0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0
+ }
+ KeyAttrRefCount: *9 {
+ a: 1,1,1,1,1,1,1,1,1
+ }
+ }
+ AnimationCurve: 1747994736, "AnimCurve::", "" {
+ Default: 0
+ KeyVer: 4008
+ KeyTime: *9 {
+ a: 0,15395386000,30790772000,32330310600,47725696600,63121082600,64660621200,80056007200,95451393200
+ }
+ KeyValueFloat: *9 {
+ a: 0,0,0,0,0,0,0,0,0
+ }
+ ;KeyAttrFlags: Linear, Linear, Linear, Linear, Linear, Linear, Linear, Linear, Linear
+ KeyAttrFlags: *9 {
+ a: 8452,8452,8452,8452,8452,8452,8452,8452,8452
+ }
+ ;KeyAttrDataFloat: RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0
+ KeyAttrDataFloat: *36 {
+ a: 0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0
+ }
+ KeyAttrRefCount: *9 {
+ a: 1,1,1,1,1,1,1,1,1
+ }
+ }
+ AnimationCurve: 1747995696, "AnimCurve::", "" {
+ Default: 0
+ KeyVer: 4008
+ KeyTime: *9 {
+ a: 0,15395386000,30790772000,32330310600,47725696600,63121082600,64660621200,80056007200,95451393200
+ }
+ KeyValueFloat: *9 {
+ a: -0,-180,-360,-0,-180,-360,-0,-180,-360
+ }
+ ;KeyAttrFlags: Linear, Linear, Linear, Linear, Linear, Linear, Linear, Linear, Linear
+ KeyAttrFlags: *9 {
+ a: 8452,8452,8452,8452,8452,8452,8452,8452,8452
+ }
+ ;KeyAttrDataFloat: RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0
+ KeyAttrDataFloat: *36 {
+ a: 0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0
+ }
+ KeyAttrRefCount: *9 {
+ a: 1,1,1,1,1,1,1,1,1
+ }
+ }
+ AnimationCurve: 1747995376, "AnimCurve::", "" {
+ Default: 0
+ KeyVer: 4008
+ KeyTime: *9 {
+ a: 0,15395386000,30790772000,32330310600,47725696600,63121082600,64660621200,80056007200,95451393200
+ }
+ KeyValueFloat: *9 {
+ a: 0,0,0,0,0,0,0,0,0
+ }
+ ;KeyAttrFlags: Linear, Linear, Linear, Linear, Linear, Linear, Linear, Linear, Linear
+ KeyAttrFlags: *9 {
+ a: 8452,8452,8452,8452,8452,8452,8452,8452,8452
+ }
+ ;KeyAttrDataFloat: RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0
+ KeyAttrDataFloat: *36 {
+ a: 0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0
+ }
+ KeyAttrRefCount: *9 {
+ a: 1,1,1,1,1,1,1,1,1
+ }
+ }
+ AnimationCurve: 1630417568, "AnimCurve::", "" {
+ Default: 0
+ KeyVer: 4008
+ KeyTime: *9 {
+ a: 0,15395386000,30790772000,32330310600,47725696600,63121082600,64660621200,80056007200,95451393200
+ }
+ KeyValueFloat: *9 {
+ a: 0,0,0,0,0,0,0,0,0
+ }
+ ;KeyAttrFlags: Linear, Linear, Linear, Linear, Linear, Linear, Linear, Linear, Linear
+ KeyAttrFlags: *9 {
+ a: 8452,8452,8452,8452,8452,8452,8452,8452,8452
+ }
+ ;KeyAttrDataFloat: RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0
+ KeyAttrDataFloat: *36 {
+ a: 0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0
+ }
+ KeyAttrRefCount: *9 {
+ a: 1,1,1,1,1,1,1,1,1
+ }
+ }
+ AnimationCurve: 1630416608, "AnimCurve::", "" {
+ Default: 0
+ KeyVer: 4008
+ KeyTime: *9 {
+ a: 0,15395386000,30790772000,32330310600,47725696600,63121082600,64660621200,80056007200,95451393200
+ }
+ KeyValueFloat: *9 {
+ a: -0,-180,-360,-0,-180,-360,-0,-180,-360
+ }
+ ;KeyAttrFlags: Linear, Linear, Linear, Linear, Linear, Linear, Linear, Linear, Linear
+ KeyAttrFlags: *9 {
+ a: 8452,8452,8452,8452,8452,8452,8452,8452,8452
+ }
+ ;KeyAttrDataFloat: RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0
+ KeyAttrDataFloat: *36 {
+ a: 0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0
+ }
+ KeyAttrRefCount: *9 {
+ a: 1,1,1,1,1,1,1,1,1
+ }
+ }
+ AnimationCurve: 1738793712, "AnimCurve::", "" {
+ Default: 0
+ KeyVer: 4008
+ KeyTime: *9 {
+ a: 0,15395386000,30790772000,32330310600,47725696600,63121082600,64660621200,80056007200,95451393200
+ }
+ KeyValueFloat: *9 {
+ a: 0,0,0,20,20,20,-20,-20,-20
+ }
+ ;KeyAttrFlags: Linear, Linear, Linear, Linear, Linear, Linear, Linear, Linear, Linear
+ KeyAttrFlags: *9 {
+ a: 8452,8452,8452,8452,8452,8452,8452,8452,8452
+ }
+ ;KeyAttrDataFloat: RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0
+ KeyAttrDataFloat: *36 {
+ a: 0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0,0,0,218434821,0
+ }
+ KeyAttrRefCount: *9 {
+ a: 1,1,1,1,1,1,1,1,1
+ }
+ }
+ CollectionExclusive: 1747596704, "DisplayLayer::sold_2", "DisplayLayer" {
+ Properties70: {
+ P: "Color", "ColorRGB", "Color", "",0.83921568627451,0.890196078431373,0.6
+ }
+ }
+}
+
+; Object connections
+;------------------------------------------------------------------
+
+Connections: {
+
+ ;Model::body, Model::RootNode
+ C: "OO",1869826720,0
+
+ ;Model::wheel2, Model::RootNode
+ C: "OO",1869839872,0
+
+ ;Model::wheel1, Model::RootNode
+ C: "OO",1869274016,0
+
+ ;Model::wheel3, Model::RootNode
+ C: "OO",1869280592,0
+
+ ;Model::wheel4, Model::RootNode
+ C: "OO",1869287168,0
+
+ ;AnimLayer::BaseLayer, AnimStack::Take 001
+ C: "OO",1625200672,1197032928
+
+ ;AnimCurveNode::R, AnimLayer::BaseLayer
+ C: "OO",1197035216,1625200672
+
+ ;AnimCurveNode::R, AnimLayer::BaseLayer
+ C: "OO",1752140080,1625200672
+
+ ;AnimCurveNode::R, AnimLayer::BaseLayer
+ C: "OO",1752141328,1625200672
+
+ ;AnimCurveNode::R, AnimLayer::BaseLayer
+ C: "OO",1752141120,1625200672
+
+ ;Model::Object329, Model::body
+ C: "OO",1869828912,1869826720
+
+ ;Model::Box1491, Model::body
+ C: "OO",1869831104,1869826720
+
+ ;Model::Object330, Model::body
+ C: "OO",1869833296,1869826720
+
+ ;Model::Box1492, Model::body
+ C: "OO",1869835488,1869826720
+
+ ;Model::Object332, Model::body
+ C: "OO",1869837680,1869826720
+
+ ;NodeAttribute::, Model::body
+ C: "OO",1747980304,1869826720
+
+ ;Geometry::, Model::Object329
+ C: "OO",1633507824,1869828912
+
+ ;Material::windows_2, Model::Object329
+ C: "OO",1868832304,1869828912
+
+ ;Geometry::, Model::Box1491
+ C: "OO",1633506704,1869831104
+
+ ;Material::insides_3, Model::Box1491
+ C: "OO",1868833264,1869831104
+
+ ;Geometry::, Model::Object330
+ C: "OO",1633505024,1869833296
+
+ ;Material::insides_2, Model::Object330
+ C: "OO",1868834704,1869833296
+
+ ;Geometry::, Model::Box1492
+ C: "OO",1633508384,1869835488
+
+ ;Material::windows_2, Model::Box1492
+ C: "OO",1868832304,1869835488
+
+ ;Geometry::, Model::Object332
+ C: "OO",1194064256,1869837680
+
+ ;Material::insides_2, Model::Object332
+ C: "OO",1868834704,1869837680
+
+ ;Model::Object338, Model::wheel2
+ C: "OO",1869842064,1869839872
+
+ ;NodeAttribute::, Model::wheel2
+ C: "OO",1747978720,1869839872
+
+ ;AnimCurveNode::R, Model::wheel2
+ C: "OP",1197035216,1869839872, "Lcl Rotation"
+
+ ;Model::Cylinder316, Model::Object338
+ C: "OO",1869271824,1869842064
+
+ ;Geometry::, Model::Object338
+ C: "OO",1740859584,1869842064
+
+ ;Material::leaves_palm_243, Model::Object338
+ C: "OO",1868835184,1869842064
+
+ ;Geometry::, Model::Cylinder316
+ C: "OO",1194062576,1869271824
+
+ ;Material::windows_2, Model::Cylinder316
+ C: "OO",1868832304,1869271824
+
+ ;Model::Object335, Model::wheel1
+ C: "OO",1869276208,1869274016
+
+ ;NodeAttribute::, Model::wheel1
+ C: "OO",1747981536,1869274016
+
+ ;AnimCurveNode::R, Model::wheel1
+ C: "OP",1752140080,1869274016, "Lcl Rotation"
+
+ ;Model::Object331, Model::Object335
+ C: "OO",1869278400,1869276208
+
+ ;Geometry::, Model::Object335
+ C: "OO",1740860144,1869276208
+
+ ;Material::windows_2, Model::Object335
+ C: "OO",1868832304,1869276208
+
+ ;Geometry::, Model::Object331
+ C: "OO",1625336320,1869278400
+
+ ;Material::leaves_palm_243, Model::Object331
+ C: "OO",1868835184,1869278400
+
+ ;Model::Object336, Model::wheel3
+ C: "OO",1869282784,1869280592
+
+ ;Model::Object334, Model::wheel3
+ C: "OO",1869284976,1869280592
+
+ ;NodeAttribute::, Model::wheel3
+ C: "OO",1747979072,1869280592
+
+ ;AnimCurveNode::R, Model::wheel3
+ C: "OP",1752141328,1869280592, "Lcl Rotation"
+
+ ;Geometry::, Model::Object336
+ C: "OO",1625337440,1869282784
+
+ ;Material::leaves_palm_243, Model::Object336
+ C: "OO",1868835184,1869282784
+
+ ;Geometry::, Model::Object334
+ C: "OO",1740865744,1869284976
+
+ ;Material::windows_2, Model::Object334
+ C: "OO",1868832304,1869284976
+
+ ;Model::Object333, Model::wheel4
+ C: "OO",1869289360,1869287168
+
+ ;Model::Object337, Model::wheel4
+ C: "OO",1869291552,1869287168
+
+ ;NodeAttribute::, Model::wheel4
+ C: "OO",1747980656,1869287168
+
+ ;AnimCurveNode::R, Model::wheel4
+ C: "OP",1752141120,1869287168, "Lcl Rotation"
+
+ ;Geometry::, Model::Object333
+ C: "OO",1194025248,1869289360
+
+ ;Material::windows_2, Model::Object333
+ C: "OO",1868832304,1869289360
+
+ ;Geometry::, Model::Object337
+ C: "OO",1622204816,1869291552
+
+ ;Material::leaves_palm_243, Model::Object337
+ C: "OO",1868835184,1869291552
+
+ ;AnimCurve::, AnimCurveNode::R
+ C: "OP",1738797072,1197035216, "d|X"
+
+ ;AnimCurve::, AnimCurveNode::R
+ C: "OP",1738793552,1197035216, "d|Y"
+
+ ;AnimCurve::, AnimCurveNode::R
+ C: "OP",1738796432,1197035216, "d|Z"
+
+ ;AnimCurve::, AnimCurveNode::R
+ C: "OP",1748030512,1752140080, "d|X"
+
+ ;AnimCurve::, AnimCurveNode::R
+ C: "OP",1748029392,1752140080, "d|Y"
+
+ ;AnimCurve::, AnimCurveNode::R
+ C: "OP",1748029712,1752140080, "d|Z"
+
+ ;AnimCurve::, AnimCurveNode::R
+ C: "OP",1747994736,1752141328, "d|X"
+
+ ;AnimCurve::, AnimCurveNode::R
+ C: "OP",1747995696,1752141328, "d|Y"
+
+ ;AnimCurve::, AnimCurveNode::R
+ C: "OP",1747995376,1752141328, "d|Z"
+
+ ;AnimCurve::, AnimCurveNode::R
+ C: "OP",1630417568,1752141120, "d|X"
+
+ ;AnimCurve::, AnimCurveNode::R
+ C: "OP",1630416608,1752141120, "d|Y"
+
+ ;AnimCurve::, AnimCurveNode::R
+ C: "OP",1738793712,1752141120, "d|Z"
+}
+;Takes section
+;----------------------------------------------------
+
+Takes: {
+ Current: ""
+ Take: "Take 001" {
+ FileName: "Take_001.tak"
+ LocalTime: 0,95451393200
+ ReferenceTime: 0,95451393200
+ }
+}
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Kenney Assets/Stylized city/Models/car_3.FBX.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Kenney Assets/Stylized city/Models/car_3.FBX.meta
new file mode 100644
index 0000000..6d1621d
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Kenney Assets/Stylized city/Models/car_3.FBX.meta
@@ -0,0 +1,350 @@
+fileFormatVersion: 2
+guid: 09f4942833b61cf429ab5ae4addaacac
+timeCreated: 1447098422
+licenseType: Store
+ModelImporter:
+ serializedVersion: 19
+ fileIDToRecycleName:
+ 100000: body
+ 100002: Box1491
+ 100004: Box1492
+ 100006: //RootNode
+ 100008: Cylinder316
+ 100010: Object329
+ 100012: Object330
+ 100014: Object331
+ 100016: Object332
+ 100018: Object333
+ 100020: Object334
+ 100022: Object335
+ 100024: Object336
+ 100026: Object337
+ 100028: Object338
+ 100030: wheel1
+ 100032: wheel2
+ 100034: wheel3
+ 100036: wheel4
+ 400000: body
+ 400002: Box1491
+ 400004: Box1492
+ 400006: //RootNode
+ 400008: Cylinder316
+ 400010: Object329
+ 400012: Object330
+ 400014: Object331
+ 400016: Object332
+ 400018: Object333
+ 400020: Object334
+ 400022: Object335
+ 400024: Object336
+ 400026: Object337
+ 400028: Object338
+ 400030: wheel1
+ 400032: wheel2
+ 400034: wheel3
+ 400036: wheel4
+ 2300000: Box1491
+ 2300002: Box1492
+ 2300004: Cylinder316
+ 2300006: Object329
+ 2300008: Object330
+ 2300010: Object331
+ 2300012: Object332
+ 2300014: Object333
+ 2300016: Object334
+ 2300018: Object335
+ 2300020: Object336
+ 2300022: Object337
+ 2300024: Object338
+ 3300000: Box1491
+ 3300002: Box1492
+ 3300004: Cylinder316
+ 3300006: Object329
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+ 4300002: Box1491
+ 4300004: Object330
+ 4300006: Box1492
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+ 4300010: Object338
+ 4300012: Cylinder316
+ 4300014: Object335
+ 4300016: Object331
+ 4300018: Object336
+ 4300020: Object334
+ 4300022: Object333
+ 4300024: Object337
+ 7400000: Rotate_wheels
+ 7400002: Turn_left
+ 7400004: Turn_right
+ 9500000: //RootNode
+ materials:
+ importMaterials: 1
+ materialName: 0
+ materialSearch: 1
+ animations:
+ legacyGenerateAnimations: 4
+ bakeSimulation: 0
+ resampleRotations: 1
+ optimizeGameObjects: 0
+ motionNodeName:
+ animationImportErrors:
+ animationImportWarnings:
+ animationRetargetingWarnings:
+ animationDoRetargetingWarnings: 0
+ animationCompression: 1
+ animationRotationError: 0.5
+ animationPositionError: 0.5
+ animationScaleError: 0.5
+ animationWrapMode: 0
+ extraExposedTransformPaths: []
+ clipAnimations:
+ - serializedVersion: 16
+ name: Rotate_wheels
+ takeName: Take 001
+ firstFrame: 0
+ lastFrame: 19
+ wrapMode: 0
+ orientationOffsetY: 0
+ level: 0
+ cycleOffset: 0
+ loop: 0
+ hasAdditiveReferencePose: 0
+ loopTime: 0
+ loopBlend: 0
+ loopBlendOrientation: 0
+ loopBlendPositionY: 0
+ loopBlendPositionXZ: 0
+ keepOriginalOrientation: 0
+ keepOriginalPositionY: 1
+ keepOriginalPositionXZ: 0
+ heightFromFeet: 0
+ mirror: 0
+ bodyMask: 01000000010000000100000001000000010000000100000001000000010000000100000001000000010000000100000001000000
+ curves: []
+ events: []
+ transformMask:
+ - path:
+ weight: 1
+ - path: body
+ weight: 1
+ - path: body/Box1491
+ weight: 1
+ - path: body/Box1492
+ weight: 1
+ - path: body/Object329
+ weight: 1
+ - path: body/Object330
+ weight: 1
+ - path: body/Object332
+ weight: 1
+ - path: wheel1
+ weight: 1
+ - path: wheel1/Object335
+ weight: 1
+ - path: wheel1/Object335/Object331
+ weight: 1
+ - path: wheel2
+ weight: 1
+ - path: wheel2/Object338
+ weight: 1
+ - path: wheel2/Object338/Cylinder316
+ weight: 1
+ - path: wheel3
+ weight: 1
+ - path: wheel3/Object334
+ weight: 1
+ - path: wheel3/Object336
+ weight: 1
+ - path: wheel4
+ weight: 1
+ - path: wheel4/Object333
+ weight: 1
+ - path: wheel4/Object337
+ weight: 1
+ maskType: 0
+ maskSource: {instanceID: 0}
+ additiveReferencePoseFrame: 0
+ - serializedVersion: 16
+ name: Turn_left
+ takeName: Take 001
+ firstFrame: 21
+ lastFrame: 40
+ wrapMode: 0
+ orientationOffsetY: 0
+ level: 0
+ cycleOffset: 0
+ loop: 0
+ hasAdditiveReferencePose: 0
+ loopTime: 0
+ loopBlend: 0
+ loopBlendOrientation: 0
+ loopBlendPositionY: 0
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+}
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+;------------------------------------------------------------------
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+ ;Model::wheel_4, Model::RootNode
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+ ;Model::Object334, Model::car004
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+ ;NodeAttribute::, Model::car004
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+ ;Material::ground_green, Model::Box1493
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+ ;Material::11 - Default, Model::Object334
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+ ;Geometry::, Model::Object340
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+ ;Material::11 - Default, Model::Object335
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+ ;Material::11 - Default, Model::Object337
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+ ;Geometry::, Model::Cylinder317
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+ ;Material::windows_2, Model::Cylinder317
+ C: "OO",1750160800,1875919040
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+ ;Model::Object338, Model::wheel_4
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+ ;Model::Object342, Model::wheel_4
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+ ;NodeAttribute::, Model::wheel_4
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+ ;AnimCurveNode::R, Model::wheel_4
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+
+ ;Geometry::, Model::Object338
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+ ;Material::11 - Default, Model::Object338
+ C: "OO",1750158880,1875923424
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+ ;Geometry::, Model::Object342
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+ ;Material::windows_2, Model::Object342
+ C: "OO",1750160800,1875925616
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+ ;AnimCurve::, AnimCurveNode::R
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+
+ ;AnimCurve::, AnimCurveNode::R
+ C: "OP",1747329760,1197035008, "d|Y"
+
+ ;AnimCurve::, AnimCurveNode::R
+ C: "OP",1747329440,1197035008, "d|Z"
+
+ ;AnimCurve::, AnimCurveNode::R
+ C: "OP",1747325440,1872066032, "d|X"
+
+ ;AnimCurve::, AnimCurveNode::R
+ C: "OP",1747326720,1872066032, "d|Y"
+
+ ;AnimCurve::, AnimCurveNode::R
+ C: "OP",1747328480,1872066032, "d|Z"
+
+ ;AnimCurve::, AnimCurveNode::R
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+ ;AnimCurve::, AnimCurveNode::R
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+ ;AnimCurve::, AnimCurveNode::R
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+ ;AnimCurve::, AnimCurveNode::R
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+ ;AnimCurve::, AnimCurveNode::R
+ C: "OP",1753018832,1872066448, "d|Z"
+}
+;Takes section
+;----------------------------------------------------
+
+Takes: {
+ Current: ""
+ Take: "Take 001" {
+ FileName: "Take_001.tak"
+ LocalTime: 0,95451393200
+ ReferenceTime: 0,95451393200
+ }
+}
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Kenney Assets/Stylized city/Models/car_4.FBX.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Kenney Assets/Stylized city/Models/car_4.FBX.meta
new file mode 100644
index 0000000..ebb24e4
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Kenney Assets/Stylized city/Models/car_4.FBX.meta
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Kenney Assets/Stylized city/Models/hamvee.FBX b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Kenney Assets/Stylized city/Models/hamvee.FBX
new file mode 100644
index 0000000..5f15f0c
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Kenney Assets/Stylized city/Models/hamvee.FBX
@@ -0,0 +1,1533 @@
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+; Copyright (C) 1997-2010 Autodesk Inc. and/or its licensors.
+; All rights reserved.
+; ----------------------------------------------------
+
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+ Month: 11
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+ Minute: 10
+ Second: 28
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+ }
+ Creator: "FBX SDK/FBX Plugins version 2015.0"
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index 0000000..8a41e15
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Kenney Assets/Stylized city/Models/tree_1.FBX b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Kenney Assets/Stylized city/Models/tree_1.FBX
new file mode 100644
index 0000000..e035101
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Kenney Assets/Stylized city/Models/tree_1.FBX
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Kenney Assets/Stylized city/Models/tree_6.FBX b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Kenney Assets/Stylized city/Models/tree_6.FBX
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve.meta
new file mode 100644
index 0000000..d0705a8
--- /dev/null
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/Bezier.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/Bezier.cs
new file mode 100644
index 0000000..69cfef1
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/Bezier.cs
@@ -0,0 +1,56 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="Bezier.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Networking Demos
+// </copyright>
+// <summary>
+// Original: http://catlikecoding.com/unity/tutorials/curves-and-splines/
+// Used in SlotRacer Demo
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+
+namespace Photon.Pun.Demo.SlotRacer.Utils
+{
+ public static class Bezier
+ {
+ public static Vector3 GetPoint(Vector3 p0, Vector3 p1, Vector3 p2, float t)
+ {
+ t = Mathf.Clamp01(t);
+ float oneMinusT = 1f - t;
+ return
+ oneMinusT * oneMinusT * p0 +
+ 2f * oneMinusT * t * p1 +
+ t * t * p2;
+ }
+
+ public static Vector3 GetFirstDerivative(Vector3 p0, Vector3 p1, Vector3 p2, float t)
+ {
+ return
+ 2f * (1f - t) * (p1 - p0) +
+ 2f * t * (p2 - p1);
+ }
+
+ public static Vector3 GetPoint(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float t)
+ {
+ t = Mathf.Clamp01(t);
+ float OneMinusT = 1f - t;
+ return
+ OneMinusT * OneMinusT * OneMinusT * p0 +
+ 3f * OneMinusT * OneMinusT * t * p1 +
+ 3f * OneMinusT * t * t * p2 +
+ t * t * t * p3;
+ }
+
+ public static Vector3 GetFirstDerivative(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float t)
+ {
+ t = Mathf.Clamp01(t);
+ float oneMinusT = 1f - t;
+ return
+ 3f * oneMinusT * oneMinusT * (p1 - p0) +
+ 6f * oneMinusT * t * (p2 - p1) +
+ 3f * t * t * (p3 - p2);
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/Bezier.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/Bezier.cs.meta
new file mode 100644
index 0000000..eadb821
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/Bezier.cs.meta
@@ -0,0 +1,10 @@
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/BezierControlPointMode.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/BezierControlPointMode.cs
new file mode 100644
index 0000000..ad655a5
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/BezierControlPointMode.cs
@@ -0,0 +1,19 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="BezierControlPointMode.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Networking Demos
+// </copyright>
+// <summary>
+// Original: http://catlikecoding.com/unity/tutorials/curves-and-splines/
+// Used in SlotRacer Demo
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+namespace Photon.Pun.Demo.SlotRacer.Utils
+{
+ public enum BezierControlPointMode {
+ Free,
+ Aligned,
+ Mirrored
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/BezierControlPointMode.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/BezierControlPointMode.cs.meta
new file mode 100644
index 0000000..119a29b
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/BezierControlPointMode.cs.meta
@@ -0,0 +1,10 @@
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+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/BezierCurve.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/BezierCurve.cs
new file mode 100644
index 0000000..9c04a76
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/BezierCurve.cs
@@ -0,0 +1,45 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="BezierCurve.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Networking Demos
+// </copyright>
+// <summary>
+// Original: http://catlikecoding.com/unity/tutorials/curves-and-splines/
+// Used in SlotRacer Demo
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+
+namespace Photon.Pun.Demo.SlotRacer.Utils
+{
+ public class BezierCurve : MonoBehaviour
+ {
+ public Vector3[] points;
+
+ public Vector3 GetPoint (float t)
+ {
+ return transform.TransformPoint(Bezier.GetPoint(points[0], points[1], points[2], points[3], t));
+ }
+
+ public Vector3 GetVelocity (float t)
+ {
+ return transform.TransformPoint(Bezier.GetFirstDerivative(points[0], points[1], points[2], points[3], t)) - transform.position;
+ }
+
+ public Vector3 GetDirection (float t)
+ {
+ return GetVelocity(t).normalized;
+ }
+
+ public void Reset ()
+ {
+ points = new Vector3[] {
+ new Vector3(1f, 0f, 0f),
+ new Vector3(2f, 0f, 0f),
+ new Vector3(3f, 0f, 0f),
+ new Vector3(4f, 0f, 0f)
+ };
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/BezierCurve.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/BezierCurve.cs.meta
new file mode 100644
index 0000000..05c229a
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/BezierCurve.cs.meta
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/BezierSpline.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/BezierSpline.cs
new file mode 100644
index 0000000..ea5acee
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/BezierSpline.cs
@@ -0,0 +1,332 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="Bezier.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Networking Demos
+// </copyright>
+// <summary>
+// Original: http://catlikecoding.com/unity/tutorials/curves-and-splines/
+// Used in SlotRacer Demo
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+
+using System;
+
+namespace Photon.Pun.Demo.SlotRacer.Utils
+{
+ public class BezierSpline : MonoBehaviour
+ {
+ [SerializeField]
+ private Vector3[] points;
+
+ [SerializeField]
+ private float[] lengths;
+
+ [SerializeField]
+ private float[] lengthsTime;
+
+ public float TotalLength;
+
+ [SerializeField]
+ private BezierControlPointMode[] modes;
+
+ [SerializeField]
+ private bool loop;
+
+ public bool Loop
+ {
+ get {
+ return loop;
+ }
+ set {
+ loop = value;
+ if (value == true) {
+ modes[modes.Length - 1] = modes[0];
+ SetControlPoint(0, points[0]);
+ }
+ }
+ }
+
+ public int ControlPointCount
+ {
+ get {
+ return points.Length;
+ }
+ }
+
+
+ void Awake()
+ {
+ this.ComputeLengths();
+
+ }
+ public Vector3 GetControlPoint(int index)
+ {
+ return points[index];
+ }
+
+ public void SetControlPoint(int index, Vector3 point)
+ {
+ if (index % 3 == 0)
+ {
+ Vector3 delta = point - points[index];
+ if (loop)
+ {
+ if (index == 0)
+ {
+ points[1] += delta;
+ points[points.Length - 2] += delta;
+ points[points.Length - 1] = point;
+ }
+ else if (index == points.Length - 1)
+ {
+ points[0] = point;
+ points[1] += delta;
+ points[index - 1] += delta;
+ }
+ else
+ {
+ points[index - 1] += delta;
+ points[index + 1] += delta;
+ }
+ }
+ else
+ {
+ if (index > 0)
+ {
+ points[index - 1] += delta;
+ }
+ if (index + 1 < points.Length)
+ {
+ points[index + 1] += delta;
+ }
+ }
+ }
+ points[index] = point;
+ EnforceMode(index);
+ }
+
+ public BezierControlPointMode GetControlPointMode(int index)
+ {
+ return modes[(index + 1) / 3];
+ }
+
+ public void SetControlPointMode(int index, BezierControlPointMode mode)
+ {
+ int modeIndex = (index + 1) / 3;
+ modes[modeIndex] = mode;
+ if (loop)
+ {
+ if (modeIndex == 0) {
+ modes[modes.Length - 1] = mode;
+ }
+ else if (modeIndex == modes.Length - 1) {
+ modes[0] = mode;
+ }
+ }
+ EnforceMode(index);
+ }
+
+ private void EnforceMode(int index)
+ {
+ int modeIndex = (index + 1) / 3;
+ BezierControlPointMode mode = modes[modeIndex];
+ if (mode == BezierControlPointMode.Free || !loop && (modeIndex == 0 || modeIndex == modes.Length - 1))
+ {
+ return;
+ }
+
+ int middleIndex = modeIndex * 3;
+ int fixedIndex, enforcedIndex;
+ if (index <= middleIndex)
+ {
+ fixedIndex = middleIndex - 1;
+ if (fixedIndex < 0)
+ {
+ fixedIndex = points.Length - 2;
+ }
+ enforcedIndex = middleIndex + 1;
+ if (enforcedIndex >= points.Length)
+ {
+ enforcedIndex = 1;
+ }
+ }else
+ {
+ fixedIndex = middleIndex + 1;
+ if (fixedIndex >= points.Length)
+ {
+ fixedIndex = 1;
+ }
+ enforcedIndex = middleIndex - 1;
+ if (enforcedIndex < 0)
+ {
+ enforcedIndex = points.Length - 2;
+ }
+ }
+
+ Vector3 middle = points[middleIndex];
+ Vector3 enforcedTangent = middle - points[fixedIndex];
+ if (mode == BezierControlPointMode.Aligned)
+ {
+ enforcedTangent = enforcedTangent.normalized * Vector3.Distance(middle, points[enforcedIndex]);
+ }
+ points[enforcedIndex] = middle + enforcedTangent;
+ }
+
+ public int CurveCount
+ {
+ get {
+ return (points.Length - 1) / 3;
+ }
+ }
+
+ public Vector3 GetPoint(float t)
+ {
+ int i;
+ if (t >= 1f)
+ {
+ t = 1f;
+ i = points.Length - 4;
+ }
+ else
+ {
+ t = Mathf.Clamp01(t) * CurveCount;
+ i = (int)t;
+ t -= i;
+ i *= 3;
+ }
+ return transform.TransformPoint(Bezier.GetPoint(points[i], points[i + 1], points[i + 2], points[i + 3], t));
+ }
+
+ public Vector3 GetVelocity(float t)
+ {
+ int i;
+ if (t >= 1f)
+ {
+ t = 1f;
+ i = points.Length - 4;
+ }
+ else
+ {
+ t = Mathf.Clamp01(t) * CurveCount;
+ i = (int)t;
+ t -= i;
+ i *= 3;
+ }
+ return transform.TransformPoint(Bezier.GetFirstDerivative(points[i], points[i + 1], points[i + 2], points[i + 3], t)) - transform.position;
+ }
+
+ public Vector3 GetDirection(float t)
+ {
+ return GetVelocity(t).normalized;
+ }
+
+ public void AddCurve ()
+ {
+ Vector3 point = points[points.Length - 1];
+ Array.Resize(ref points, points.Length + 3);
+ point.x += 1f;
+ points[points.Length - 3] = point;
+ point.x += 1f;
+ points[points.Length - 2] = point;
+ point.x += 1f;
+ points[points.Length - 1] = point;
+
+ Array.Resize(ref modes, modes.Length + 1);
+ modes[modes.Length - 1] = modes[modes.Length - 2];
+ EnforceMode(points.Length - 4);
+
+ if (loop)
+ {
+ points[points.Length - 1] = points[0];
+ modes[modes.Length - 1] = modes[0];
+ EnforceMode(0);
+ }
+ }
+
+ public void Reset()
+ {
+ points = new Vector3[] {
+ new Vector3(1f, 0f, 0f),
+ new Vector3(2f, 0f, 0f),
+ new Vector3(3f, 0f, 0f),
+ new Vector3(4f, 0f, 0f)
+ };
+ modes = new BezierControlPointMode[] {
+ BezierControlPointMode.Free,
+ BezierControlPointMode.Free
+ };
+ }
+
+ public void ComputeLengths()
+ {
+ int subDivisions = 100;
+
+ int totalSamples = points.Length * subDivisions;
+
+ // lets create lengths for each control point.
+ this.lengths = new float[totalSamples];
+ this.lengthsTime = new float[totalSamples];
+
+ float totalDistance = 0;
+ float CurrentTime = 0f;
+
+ Vector3 pos;
+ Vector3 lastPos = this.GetPoint (0f);
+ // go from the first, to the second to last
+ for (var i = 0; i < totalSamples - 1; i++)
+ {
+ CurrentTime = (1f * i) / totalSamples;
+ pos = this.GetPoint (CurrentTime);
+
+ float _delta = (pos - lastPos).magnitude;
+
+ totalDistance += _delta ;
+ this.lengths [i] = totalDistance;
+
+ this.lengthsTime [i] = CurrentTime;
+ lastPos = pos;
+ }
+
+ this.TotalLength = totalDistance;
+
+ }
+
+ public Vector3 GetPositionAtDistance(float distance,bool reverse = false)
+ {
+ if (reverse)
+ {
+ distance = this.TotalLength - distance;
+ }
+
+ distance = Mathf.Repeat (distance, this.TotalLength);
+
+ // make sure that we are within the total distance of the points
+ if(distance <= 0) return points[0];
+ if(distance >= this.TotalLength) return points[points.Length - 1];
+
+ // lets find the first point that is below the distance
+ // but, who's next point is above the distance
+ var index = 0;
+ while (index < lengths.Length -1 && lengths[index] < distance)
+ index++;
+
+ // Debug.Log("Index ="+index);
+
+ // get the percentage of travel from the current length to the next
+ // where the distance is.
+ //var deltaAmount = Mathf.InverseLerp(lengths[index-1], lengths[index], distance);
+
+ float deltaDistanceRatio = (distance-lengths[index-1])/(lengths [index] - lengths [index - 1]) ;
+
+ float deltaTime = (lengthsTime [index] - lengthsTime [index - 1]) * deltaDistanceRatio;
+ //float splineDistance = (lengths [index - 1] + (lengths [index] - lengths [index - 1]) * amount) / this.TotalLength;
+
+
+ return GetPoint(this.lengthsTime[index]+deltaTime);
+ // we use that, to get the actual point
+ // return Vector3.Lerp(points[index-1], points[index], amount);
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/BezierSpline.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/BezierSpline.cs.meta
new file mode 100644
index 0000000..793f4d5
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/BezierSpline.cs.meta
@@ -0,0 +1,10 @@
+fileFormatVersion: 2
+guid: b154883273c2845f39445c8015d81639
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/Editor.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/Editor.meta
new file mode 100644
index 0000000..3b22674
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/Editor.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: d748ea8848c248e449a5ca71e00d9bce
+folderAsset: yes
+timeCreated: 1504880005
+licenseType: Store
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/Editor/BezierCurveInspector.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/Editor/BezierCurveInspector.cs
new file mode 100644
index 0000000..7a0395e
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/Editor/BezierCurveInspector.cs
@@ -0,0 +1,73 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="Bezier.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Networking Demos
+// </copyright>
+// <summary>
+// Original: http://catlikecoding.com/unity/tutorials/curves-and-splines/
+// Used in SlotRacer Demo
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEditor;
+using UnityEngine;
+
+namespace Photon.Pun.Demo.SlotRacer.Utils
+{
+ [CustomEditor(typeof(BezierCurve))]
+ public class BezierCurveInspector : Editor
+ {
+ private const int lineSteps = 10;
+ private const float directionScale = 0.5f;
+
+ private BezierCurve curve;
+ private Transform handleTransform;
+ private Quaternion handleRotation;
+
+ private void OnSceneGUI()
+ {
+ curve = target as BezierCurve;
+ handleTransform = curve.transform;
+ handleRotation = Tools.pivotRotation == PivotRotation.Local ?
+ handleTransform.rotation : Quaternion.identity;
+
+ Vector3 p0 = ShowPoint(0);
+ Vector3 p1 = ShowPoint(1);
+ Vector3 p2 = ShowPoint(2);
+ Vector3 p3 = ShowPoint(3);
+
+ Handles.color = Color.gray;
+ Handles.DrawLine(p0, p1);
+ Handles.DrawLine(p2, p3);
+
+ ShowDirections();
+ Handles.DrawBezier(p0, p3, p1, p2, Color.white, null, 2f);
+ }
+
+ private void ShowDirections()
+ {
+ Handles.color = Color.green;
+ Vector3 point = curve.GetPoint(0f);
+ Handles.DrawLine(point, point + curve.GetDirection(0f) * directionScale);
+ for (int i = 1; i <= lineSteps; i++)
+ {
+ point = curve.GetPoint(i / (float)lineSteps);
+ Handles.DrawLine(point, point + curve.GetDirection(i / (float)lineSteps) * directionScale);
+ }
+ }
+
+ private Vector3 ShowPoint(int index)
+ {
+ Vector3 point = handleTransform.TransformPoint(curve.points[index]);
+ EditorGUI.BeginChangeCheck();
+ point = Handles.DoPositionHandle(point, handleRotation);
+ if (EditorGUI.EndChangeCheck())
+ {
+ Undo.RecordObject(curve, "Move Point");
+ EditorUtility.SetDirty(curve);
+ curve.points[index] = handleTransform.InverseTransformPoint(point);
+ }
+ return point;
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/Editor/BezierCurveInspector.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/Editor/BezierCurveInspector.cs.meta
new file mode 100644
index 0000000..16f8ad5
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/Editor/BezierCurveInspector.cs.meta
@@ -0,0 +1,10 @@
+fileFormatVersion: 2
+guid: 28cd1cdefdaf24d6cb98f0cb87845b3a
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/Editor/BezierSplineInspector.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/Editor/BezierSplineInspector.cs
new file mode 100644
index 0000000..2ee1553
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/Editor/BezierSplineInspector.cs
@@ -0,0 +1,154 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="BezierSplineInspector.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Networking Demos
+// </copyright>
+// <summary>
+// Original: http://catlikecoding.com/unity/tutorials/curves-and-splines/
+// Used in SlotRacer Demo
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEditor;
+using UnityEngine;
+
+namespace Photon.Pun.Demo.SlotRacer.Utils
+{
+ [CustomEditor(typeof(BezierSpline))]
+ public class BezierSplineInspector : Editor
+ {
+ private const int stepsPerCurve = 10;
+ private const float directionScale = 0.5f;
+ private const float handleSize = 0.04f;
+ private const float pickSize = 0.06f;
+
+ private static Color[] modeColors = {
+ Color.white,
+ Color.yellow,
+ Color.cyan
+ };
+
+ private BezierSpline spline;
+ private Transform handleTransform;
+ private Quaternion handleRotation;
+ private int selectedIndex = -1;
+
+ public override void OnInspectorGUI()
+ {
+ spline = target as BezierSpline;
+ EditorGUI.BeginChangeCheck();
+ bool loop = EditorGUILayout.Toggle("Loop", spline.Loop);
+ if (EditorGUI.EndChangeCheck())
+ {
+ Undo.RecordObject(spline, "Toggle Loop");
+ EditorUtility.SetDirty(spline);
+ spline.Loop = loop;
+ }
+
+ if (selectedIndex >= 0 && selectedIndex < spline.ControlPointCount)
+ {
+ DrawSelectedPointInspector();
+ }
+
+ if (GUILayout.Button("Add Curve"))
+ {
+ Undo.RecordObject(spline, "Add Curve");
+ spline.AddCurve();
+ EditorUtility.SetDirty(spline);
+ }
+ }
+
+ private void DrawSelectedPointInspector()
+ {
+ GUILayout.Label("Selected Point");
+ EditorGUI.BeginChangeCheck();
+ Vector3 point = EditorGUILayout.Vector3Field("Position", spline.GetControlPoint(selectedIndex));
+ if (EditorGUI.EndChangeCheck())
+ {
+ Undo.RecordObject(spline, "Move Point");
+ EditorUtility.SetDirty(spline);
+ spline.SetControlPoint(selectedIndex, point);
+ }
+ EditorGUI.BeginChangeCheck();
+ BezierControlPointMode mode = (BezierControlPointMode)EditorGUILayout.EnumPopup("Mode", spline.GetControlPointMode(selectedIndex));
+ if (EditorGUI.EndChangeCheck())
+ {
+ Undo.RecordObject(spline, "Change Point Mode");
+ spline.SetControlPointMode(selectedIndex, mode);
+ EditorUtility.SetDirty(spline);
+ }
+ }
+
+ private void OnSceneGUI()
+ {
+ spline = target as BezierSpline;
+ handleTransform = spline.transform;
+ handleRotation = Tools.pivotRotation == PivotRotation.Local ?
+ handleTransform.rotation : Quaternion.identity;
+
+ Vector3 p0 = ShowPoint(0);
+ for (int i = 1; i < spline.ControlPointCount; i += 3)
+ {
+ Vector3 p1 = ShowPoint(i);
+ Vector3 p2 = ShowPoint(i + 1);
+ Vector3 p3 = ShowPoint(i + 2);
+
+ Handles.color = Color.gray;
+ Handles.DrawLine(p0, p1);
+ Handles.DrawLine(p2, p3);
+
+ Handles.DrawBezier(p0, p3, p1, p2, Color.white, null, 2f);
+ p0 = p3;
+ }
+ ShowDirections();
+ }
+
+ private void ShowDirections()
+ {
+ Handles.color = Color.green;
+ Vector3 point = spline.GetPoint(0f);
+ Handles.DrawLine(point, point + spline.GetDirection(0f) * directionScale);
+ int steps = stepsPerCurve * spline.CurveCount;
+ for (int i = 1; i <= steps; i++)
+ {
+ point = spline.GetPoint(i / (float)steps);
+ Handles.DrawLine(point, point + spline.GetDirection(i / (float)steps) * directionScale);
+ }
+ }
+
+ private Vector3 ShowPoint(int index)
+ {
+ Vector3 point = handleTransform.TransformPoint(spline.GetControlPoint(index));
+ float size = HandleUtility.GetHandleSize(point);
+ if (index == 0)
+ {
+ size *= 2f;
+ }
+ Handles.color = modeColors[(int)spline.GetControlPointMode(index)];
+
+
+ #if UNITY_5_6_OR_NEWER
+ if (Handles.Button(point, handleRotation, size * handleSize, size * pickSize, Handles.DotHandleCap))
+ #else
+ if (Handles.Button(point, handleRotation, size * handleSize, size * pickSize, Handles.DotCap))
+ #endif
+ {
+ selectedIndex = index;
+ Repaint();
+ }
+
+ if (selectedIndex == index)
+ {
+ EditorGUI.BeginChangeCheck();
+ point = Handles.DoPositionHandle(point, handleRotation);
+ if (EditorGUI.EndChangeCheck())
+ {
+ Undo.RecordObject(spline, "Move Point");
+ EditorUtility.SetDirty(spline);
+ spline.SetControlPoint(index, handleTransform.InverseTransformPoint(point));
+ }
+ }
+ return point;
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/Editor/BezierSplineInspector.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/Editor/BezierSplineInspector.cs.meta
new file mode 100644
index 0000000..de52498
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/Editor/BezierSplineInspector.cs.meta
@@ -0,0 +1,10 @@
+fileFormatVersion: 2
+guid: 127eddf8173c549d9976751e82f3face
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/Editor/LineInspector.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/Editor/LineInspector.cs
new file mode 100644
index 0000000..25afc61
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/Editor/LineInspector.cs
@@ -0,0 +1,47 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="LineInspector.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Networking Demos
+// </copyright>
+// <summary>
+// Original: http://catlikecoding.com/unity/tutorials/curves-and-splines/
+// Used in SlotRacer Demo
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEditor;
+using UnityEngine;
+
+namespace Photon.Pun.Demo.SlotRacer.Utils
+{
+ [CustomEditor(typeof(Line))]
+ public class LineInspector : Editor
+ {
+
+ private void OnSceneGUI()
+ {
+ Line line = target as Line;
+ Transform handleTransform = line.transform;
+ Quaternion handleRotation = Tools.pivotRotation == PivotRotation.Local ? handleTransform.rotation : Quaternion.identity;
+ Vector3 p0 = handleTransform.TransformPoint(line.p0);
+ Vector3 p1 = handleTransform.TransformPoint(line.p1);
+
+ Handles.color = Color.white;
+ Handles.DrawLine(p0, p1);
+ EditorGUI.BeginChangeCheck();
+ p0 = Handles.DoPositionHandle(p0, handleRotation);
+ if (EditorGUI.EndChangeCheck()) {
+ Undo.RecordObject(line, "Move Point");
+ EditorUtility.SetDirty(line);
+ line.p0 = handleTransform.InverseTransformPoint(p0);
+ }
+ EditorGUI.BeginChangeCheck();
+ p1 = Handles.DoPositionHandle(p1, handleRotation);
+ if (EditorGUI.EndChangeCheck()) {
+ Undo.RecordObject(line, "Move Point");
+ EditorUtility.SetDirty(line);
+ line.p1 = handleTransform.InverseTransformPoint(p1);
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/Editor/LineInspector.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/Editor/LineInspector.cs.meta
new file mode 100644
index 0000000..e948fc5
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/Editor/LineInspector.cs.meta
@@ -0,0 +1,10 @@
+fileFormatVersion: 2
+guid: 668731f6cd4a54b7cbeaea95414d6cec
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/Editor/PunDemos.DemoSlotcarEditor.asmdef b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/Editor/PunDemos.DemoSlotcarEditor.asmdef
new file mode 100644
index 0000000..a5571d9
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/Editor/PunDemos.DemoSlotcarEditor.asmdef
@@ -0,0 +1,10 @@
+{
+ "name": "PunDemos.DemoSlotcarEditor",
+ "references": [
+ "PhotonUnityNetworking.Demos"
+ ],
+ "includePlatforms": [
+ "Editor"
+ ],
+ "excludePlatforms": []
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/Editor/PunDemos.DemoSlotcarEditor.asmdef.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/Editor/PunDemos.DemoSlotcarEditor.asmdef.meta
new file mode 100644
index 0000000..bebcc7c
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/Editor/PunDemos.DemoSlotcarEditor.asmdef.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/Line.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/Line.cs
new file mode 100644
index 0000000..974cf9d
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/Line.cs
@@ -0,0 +1,19 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="Line.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Networking Demos
+// </copyright>
+// <summary>
+// Original: http://catlikecoding.com/unity/tutorials/curves-and-splines/
+// Used in SlotRacer Demo
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+
+namespace Photon.Pun.Demo.SlotRacer.Utils
+{
+ public class Line : MonoBehaviour {
+ public Vector3 p0, p1;
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/Line.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/Line.cs.meta
new file mode 100644
index 0000000..beca50c
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/Line.cs.meta
@@ -0,0 +1,10 @@
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/SplinePosition.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/SplinePosition.cs
new file mode 100644
index 0000000..1449a02
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/SplinePosition.cs
@@ -0,0 +1,57 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="SplinePosition.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Networking Demos
+// </copyright>
+// <summary>
+// Original: http://catlikecoding.com/unity/tutorials/curves-and-splines/
+// Used in SlotRacer Demo
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+
+namespace Photon.Pun.Demo.SlotRacer.Utils
+{
+ [ExecuteInEditMode]
+ public class SplinePosition : MonoBehaviour {
+
+ public BezierSpline Spline;
+ public bool reverse;
+ public bool lookForward;
+ public float currentDistance = 0f;
+
+ public float currentClampedDistance;
+
+ float LastDistance;
+
+ public void SetPositionOnSpline(float position)
+ {
+ this.currentDistance = position;
+ ExecutePositioning ();
+ }
+
+ void Update()
+ {
+ ExecutePositioning ();
+ }
+
+ void ExecutePositioning()
+ {
+ if(this.Spline==null || this.LastDistance == this.currentDistance )
+ {
+ return;
+ }
+ LastDistance = this.currentDistance;
+
+ // move the transform to the new point
+ this.transform.position = this.Spline.GetPositionAtDistance(currentDistance,this.reverse);
+
+ if (this.lookForward) {
+ this.transform.LookAt(this.Spline.GetPositionAtDistance(currentDistance+1,this.reverse));
+ }
+ }
+
+
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/SplinePosition.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/SplinePosition.cs.meta
new file mode 100644
index 0000000..d11c0eb
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/SplinePosition.cs.meta
@@ -0,0 +1,12 @@
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/SplineWalker.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/SplineWalker.cs
new file mode 100644
index 0000000..872f496
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/SplineWalker.cs
@@ -0,0 +1,64 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="SplineWalker.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Networking Demos
+// </copyright>
+// <summary>
+// Original: http://catlikecoding.com/unity/tutorials/curves-and-splines/
+// Used in SlotRacer Demo
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+
+namespace Photon.Pun.Demo.SlotRacer.Utils
+{
+ [ExecuteInEditMode]
+ public class SplineWalker : MonoBehaviour {
+
+ public BezierSpline spline;
+
+ public float Speed = 0f;
+
+ public bool lookForward;
+
+ public bool reverse;
+
+ private float progress;
+
+ public float currentDistance =0f;
+
+ public float currentClampedDistance;
+
+ public void SetPositionOnSpline(float position)
+ {
+ currentDistance = position;
+ ExecutePositioning ();
+ }
+
+ void Update()
+ {
+ // update the distance used.
+ currentDistance += Speed * Time.deltaTime;
+ ExecutePositioning ();
+ }
+
+ public void ExecutePositioning()
+ {
+ if(spline==null)
+ {
+ return;
+ }
+ // move the transform to the new point
+ transform.position = spline.GetPositionAtDistance(currentDistance,this.reverse);
+
+ // update the distance used.
+ currentDistance += Speed * Time.deltaTime;
+
+
+ if (lookForward) {
+ transform.LookAt(spline.GetPositionAtDistance(currentDistance+1,this.reverse));
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/SplineWalker.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/SplineWalker.cs.meta
new file mode 100644
index 0000000..a5b07d2
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/BezierCurve/SplineWalker.cs.meta
@@ -0,0 +1,10 @@
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/PlayerControl.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/PlayerControl.cs
new file mode 100644
index 0000000..cc34334
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/PlayerControl.cs
@@ -0,0 +1,232 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="PlayerControl.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Networking Demos
+// </copyright>
+// <summary>
+// Used in SlotRacer Demo
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+
+using System.Collections;
+
+using Photon.Pun.Demo.SlotRacer.Utils;
+using Photon.Pun.UtilityScripts;
+
+namespace Photon.Pun.Demo.SlotRacer
+{
+ /// <summary>
+ /// Player control.
+ /// Interface the User Inputs and PUN
+ /// Handle the Car instance
+ /// </summary>
+ [RequireComponent(typeof(SplineWalker))]
+ public class PlayerControl : MonoBehaviourPun, IPunObservable
+ {
+ /// <summary>
+ /// The car prefabs to pick depending on the grid position.
+ /// </summary>
+ public GameObject[] CarPrefabs;
+
+ /// <summary>
+ /// The maximum speed. Maximum speed is reached with a 1 unit per seconds acceleration
+ /// </summary>
+ public float MaximumSpeed = 20;
+
+ /// <summary>
+ /// The drag when user is not accelerating
+ /// </summary>
+ public float Drag = 5;
+
+ /// <summary>
+ /// The current speed.
+ /// Only used for locaPlayer
+ /// </summary>
+ private float CurrentSpeed;
+
+ /// <summary>
+ /// The current distance on the spline
+ /// Only used for locaPlayer
+ /// </summary>
+ private float CurrentDistance;
+
+ /// <summary>
+ /// The car instance.
+ /// </summary>
+ private GameObject CarInstance;
+
+ /// <summary>
+ /// The spline walker. Must be on this GameObject
+ /// </summary>
+ private SplineWalker SplineWalker;
+
+
+ /// <summary>
+ /// flag to force latest data to avoid initial drifts when player is instantiated.
+ /// </summary>
+ private bool m_firstTake = true;
+
+
+ private float m_input;
+
+
+ #region IPunObservable implementation
+
+ /// <summary>
+ /// this is where data is sent and received for this Component from the PUN Network.
+ /// </summary>
+ /// <param name="stream">Stream.</param>
+ /// <param name="info">Info.</param>
+ void IPunObservable.OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
+ {
+ // currently there is no strategy to improve on bandwidth, just passing the current distance and speed is enough,
+ // Input could be passed and then used to better control speed value
+ // Data could be wrapped as a vector2 or vector3 to save a couple of bytes
+ if (stream.IsWriting)
+ {
+ stream.SendNext(this.CurrentDistance);
+ stream.SendNext(this.CurrentSpeed);
+ stream.SendNext(this.m_input);
+ }
+ else
+ {
+ if (this.m_firstTake)
+ {
+ this.m_firstTake = false;
+ }
+
+ this.CurrentDistance = (float) stream.ReceiveNext();
+ this.CurrentSpeed = (float) stream.ReceiveNext();
+ this.m_input = (float) stream.ReceiveNext();
+ }
+ }
+
+ #endregion IPunObservable implementation
+
+
+ #region private
+
+ /// <summary>
+ /// Setups the car on track.
+ /// </summary>
+ /// <param name="gridStartIndex">Grid start index.</param>
+ private void SetupCarOnTrack(int gridStartIndex)
+ {
+ // Setup the SplineWalker to be on the right starting grid position.
+ this.SplineWalker.spline = SlotLanes.Instance.GridPositions[gridStartIndex].Spline;
+ this.SplineWalker.currentDistance = SlotLanes.Instance.GridPositions[gridStartIndex].currentDistance;
+ this.SplineWalker.ExecutePositioning();
+
+ // create a new car
+ this.CarInstance = (GameObject) Instantiate(this.CarPrefabs[gridStartIndex], this.transform.position, this.transform.rotation);
+
+ // We'll wait for the first serializatin to pass, else we'll have a glitch where the car is positioned at the wrong position.
+ if (!this.photonView.IsMine)
+ {
+ this.CarInstance.SetActive(false);
+ }
+
+ // depending on wether we control this instance locally, we force the car to become active ( because when you are alone in the room, serialization doesn't happen, but still we want to allow the user to race around)
+ if (PhotonNetwork.CurrentRoom.PlayerCount == 1)
+ {
+ this.m_firstTake = false;
+ }
+
+ this.CarInstance.transform.SetParent(this.transform);
+ }
+
+ #endregion private
+
+
+ #region Monobehaviour
+
+ /// <summary>
+ /// Cache the SplineWalker and flag context for clean serialization when joining late.
+ /// </summary>
+ private void Awake()
+ {
+ this.SplineWalker = this.GetComponent<SplineWalker>();
+ this.m_firstTake = true;
+ }
+
+ /// <summary>
+ /// Start this instance as a coroutine
+ /// Waits for a Playernumber to be assigned and only then setup the car and put it on the right starting position on the lane.
+ /// </summary>
+ private IEnumerator Start()
+ {
+ // Wait until a Player Number is assigned
+ // PlayerNumbering component must be in the scene.
+ yield return new WaitUntil(() => this.photonView.Owner.GetPlayerNumber() >= 0);
+
+ // now we can set it up.
+ this.SetupCarOnTrack(this.photonView.Owner.GetPlayerNumber());
+ }
+
+ /// <summary>
+ /// Make sure we delete instances linked to this component, else when user is leaving the room, its car instance would remain
+ /// </summary>
+ private void OnDestroy()
+ {
+ Destroy(this.CarInstance);
+ }
+
+ // Update is called once per frame
+ private void Update()
+ {
+ if (this.SplineWalker == null || this.CarInstance == null)
+ {
+ return;
+ }
+
+ if (this.photonView.IsMine)
+ {
+ this.m_input = Input.GetAxis("Vertical");
+ if (this.m_input == 0f)
+ {
+ this.CurrentSpeed -= Time.deltaTime * this.Drag;
+ }
+ else
+ {
+ this.CurrentSpeed += this.m_input;
+ }
+ this.CurrentSpeed = Mathf.Clamp(this.CurrentSpeed, 0f, this.MaximumSpeed);
+ this.SplineWalker.Speed = this.CurrentSpeed;
+
+ this.CurrentDistance = this.SplineWalker.currentDistance;
+ }
+ else
+ {
+ if (this.m_input == 0f)
+ {
+ this.CurrentSpeed -= Time.deltaTime * this.Drag;
+ }
+
+ this.CurrentSpeed = Mathf.Clamp (this.CurrentSpeed, 0f, this.MaximumSpeed);
+ this.SplineWalker.Speed = this.CurrentSpeed;
+
+
+
+ if (this.CurrentDistance != 0 && this.SplineWalker.currentDistance != this.CurrentDistance)
+ {
+ //Debug.Log ("SplineWalker.currentDistance=" + SplineWalker.currentDistance + " CurrentDistance=" + CurrentDistance);
+ this.SplineWalker.Speed += (this.CurrentDistance - this.SplineWalker.currentDistance) * Time.deltaTime * 50f;
+ }
+
+ }
+
+ // Only activate the car if we are sure we have the proper positioning, else it will glitch visually during the initialisation process.
+ if (!this.m_firstTake && !this.CarInstance.activeSelf)
+ {
+ this.CarInstance.SetActive(true);
+ this.SplineWalker.Speed = this.CurrentSpeed;
+ this.SplineWalker.SetPositionOnSpline (this.CurrentDistance);
+
+ }
+ }
+
+ #endregion Monobehaviour
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/PlayerControl.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/PlayerControl.cs.meta
new file mode 100644
index 0000000..097ec11
--- /dev/null
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@@ -0,0 +1,12 @@
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/SlotLanes.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/SlotLanes.cs
new file mode 100644
index 0000000..620347d
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/SlotLanes.cs
@@ -0,0 +1,38 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="SlotLanes.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Networking Demos
+// </copyright>
+// <summary>
+// Used in SlotRacer Demo
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+
+using Photon.Pun.Demo.SlotRacer.Utils;
+
+namespace Photon.Pun.Demo.SlotRacer
+{
+ /// <summary>
+ /// Define Slot lanes and grid positions placeholders.
+ /// This is a convenient approach to visually define the lanes and their grid positions without any complicated editors and setup framework.
+ /// </summary>
+ public class SlotLanes : MonoBehaviour {
+
+ /// <summary>
+ /// Instance Pointer to access GridPositions
+ /// </summary>
+ public static SlotLanes Instance;
+
+ /// <summary>
+ /// The grid positions.
+ /// </summary>
+ public SplinePosition[] GridPositions;
+
+ void Awake()
+ {
+ Instance = this;
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/SlotLanes.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/SlotLanes.cs.meta
new file mode 100644
index 0000000..514ff8f
--- /dev/null
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@@ -0,0 +1,12 @@
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/SlotRacerSplashScreen.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/SlotRacerSplashScreen.cs
new file mode 100644
index 0000000..970d373
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/SlotRacerSplashScreen.cs
@@ -0,0 +1,96 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="SlotRacerSpashScreen.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Networking Demos
+// </copyright>
+// <summary>
+// Used in SlotRacer Demo
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+
+using UnityEngine;
+using UnityEngine.UI;
+
+#if UNITY_EDITOR
+using UnityEditor;
+#endif
+
+
+namespace Photon.Pun.Demo.SlotRacer
+{
+ /// <summary>
+ /// Slot racer splash screen. Inform about the slotRacer demo and the Cockpit control setup
+ /// Gets deleted as soon as the scene plays
+ /// </summary>
+ [ExecuteInEditMode]
+ public class SlotRacerSplashScreen : MonoBehaviour
+ {
+#pragma warning disable 0414
+ private string PunCockpit_scene = "PunCockpit-Scene";
+#pragma warning restore 0414
+
+ public Text WarningText;
+ public GameObject SplashScreen;
+
+ private void Start()
+ {
+ if (Application.isPlaying)
+ {
+ Destroy(this.SplashScreen);
+ Destroy(this);
+ }
+ }
+
+ public void Update()
+ {
+ #if UNITY_EDITOR
+ if (!Application.isPlaying)
+ {
+ if (this.WarningText == null)
+ {
+ return;
+ }
+
+ bool _found = false;
+ bool _enabled = false;
+
+ foreach (EditorBuildSettingsScene _scene in EditorBuildSettings.scenes)
+ {
+ if (_scene.path.EndsWith(this.PunCockpit_scene + ".unity"))
+ {
+ _found = true;
+ _enabled = _scene.enabled;
+ break;
+ }
+ }
+
+ if (_found && _enabled)
+ {
+ this.WarningText.text = string.Empty;
+ return;
+ }
+
+ if (_found && !_enabled)
+ {
+ this.WarningText.text = "<Color=Green>INFORMATION:</Color>\nThis demo can run with the PunCockpit Scene." +
+ "\nFor this, the Scene '" +
+ this.PunCockpit_scene +
+ "' needs to be enabled to the build settings." +
+ "\nElse, you'll get only a minimal Menu to connect";
+ return;
+ }
+
+ if (!_found)
+ {
+ this.WarningText.text = "<Color=Green>INFORMATION:</Color>\nThis demo can run with the PunCockpit Scene." +
+ "\n For this, the Scene '" +
+ this.PunCockpit_scene +
+ "' needs to be added to the build settings." +
+ "\nElse, you'll get only a minimal Menu to connect";
+ }
+ }
+ #endif
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/SlotRacerSplashScreen.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/DemoSlotRacer/Scripts/SlotRacerSplashScreen.cs.meta
new file mode 100644
index 0000000..2d52758
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new file mode 100644
index 0000000..fa1741a
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new file mode 100644
index 0000000..f1d3811
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scenes/PunBasics-Launcher.unity b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scenes/PunBasics-Launcher.unity
new file mode 100644
index 0000000..7033d95
--- /dev/null
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scenes/PunBasics-Room for 4.unity.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scenes/PunBasics-Room for 4.unity.meta
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/CameraWork.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/CameraWork.cs
new file mode 100644
index 0000000..fd58106
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/CameraWork.cs
@@ -0,0 +1,130 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="CameraWork.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Networking Demos
+// </copyright>
+// <summary>
+// Used in PUN Basics Tutorial to deal with the Camera work to follow the player
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+
+namespace Photon.Pun.Demo.PunBasics
+{
+ /// <summary>
+ /// Camera work. Follow a target
+ /// </summary>
+ public class CameraWork : MonoBehaviour
+ {
+ #region Private Fields
+
+ [Tooltip("The distance in the local x-z plane to the target")]
+ [SerializeField]
+ private float distance = 7.0f;
+
+ [Tooltip("The height we want the camera to be above the target")]
+ [SerializeField]
+ private float height = 3.0f;
+
+ [Tooltip("Allow the camera to be offseted vertically from the target, for example giving more view of the sceneray and less ground.")]
+ [SerializeField]
+ private Vector3 centerOffset = Vector3.zero;
+
+ [Tooltip("Set this as false if a component of a prefab being instanciated by Photon Network, and manually call OnStartFollowing() when and if needed.")]
+ [SerializeField]
+ private bool followOnStart = false;
+
+ [Tooltip("The Smoothing for the camera to follow the target")]
+ [SerializeField]
+ private float smoothSpeed = 0.125f;
+
+ // cached transform of the target
+ Transform cameraTransform;
+
+ // maintain a flag internally to reconnect if target is lost or camera is switched
+ bool isFollowing;
+
+ // Cache for camera offset
+ Vector3 cameraOffset = Vector3.zero;
+
+
+ #endregion
+
+ #region MonoBehaviour Callbacks
+
+ /// <summary>
+ /// MonoBehaviour method called on GameObject by Unity during initialization phase
+ /// </summary>
+ void Start()
+ {
+ // Start following the target if wanted.
+ if (followOnStart)
+ {
+ OnStartFollowing();
+ }
+ }
+
+
+ void LateUpdate()
+ {
+ // The transform target may not destroy on level load,
+ // so we need to cover corner cases where the Main Camera is different everytime we load a new scene, and reconnect when that happens
+ if (cameraTransform == null && isFollowing)
+ {
+ OnStartFollowing();
+ }
+
+ // only follow is explicitly declared
+ if (isFollowing) {
+ Follow ();
+ }
+ }
+
+ #endregion
+
+ #region Public Methods
+
+ /// <summary>
+ /// Raises the start following event.
+ /// Use this when you don't know at the time of editing what to follow, typically instances managed by the photon network.
+ /// </summary>
+ public void OnStartFollowing()
+ {
+ cameraTransform = Camera.main.transform;
+ isFollowing = true;
+ // we don't smooth anything, we go straight to the right camera shot
+ Cut();
+ }
+
+ #endregion
+
+ #region Private Methods
+
+ /// <summary>
+ /// Follow the target smoothly
+ /// </summary>
+ void Follow()
+ {
+ cameraOffset.z = -distance;
+ cameraOffset.y = height;
+
+ cameraTransform.position = Vector3.Lerp(cameraTransform.position, this.transform.position +this.transform.TransformVector(cameraOffset), smoothSpeed*Time.deltaTime);
+
+ cameraTransform.LookAt(this.transform.position + centerOffset);
+
+ }
+
+
+ void Cut()
+ {
+ cameraOffset.z = -distance;
+ cameraOffset.y = height;
+
+ cameraTransform.position = this.transform.position + this.transform.TransformVector(cameraOffset);
+
+ cameraTransform.LookAt(this.transform.position + centerOffset);
+ }
+ #endregion
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/CameraWork.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/CameraWork.cs.meta
new file mode 100644
index 0000000..f06e365
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/CameraWork.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: fd08475b23aa548b7b9d28397d430b32
+labels:
+- ExitGames
+- PUN
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/GameManager.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/GameManager.cs
new file mode 100644
index 0000000..c6af12e
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/GameManager.cs
@@ -0,0 +1,174 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="Launcher.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Networking Demos
+// </copyright>
+// <summary>
+// Used in "PUN Basic tutorial" to handle typical game management requirements
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+using UnityEngine.SceneManagement;
+
+using Photon.Realtime;
+
+namespace Photon.Pun.Demo.PunBasics
+{
+ #pragma warning disable 649
+
+ /// <summary>
+ /// Game manager.
+ /// Connects and watch Photon Status, Instantiate Player
+ /// Deals with quiting the room and the game
+ /// Deals with level loading (outside the in room synchronization)
+ /// </summary>
+ public class GameManager : MonoBehaviourPunCallbacks
+ {
+
+ #region Public Fields
+
+ static public GameManager Instance;
+
+ #endregion
+
+ #region Private Fields
+
+ private GameObject instance;
+
+ [Tooltip("The prefab to use for representing the player")]
+ [SerializeField]
+ private GameObject playerPrefab;
+
+ #endregion
+
+ #region MonoBehaviour CallBacks
+
+ /// <summary>
+ /// MonoBehaviour method called on GameObject by Unity during initialization phase.
+ /// </summary>
+ void Start()
+ {
+ Instance = this;
+
+ // in case we started this demo with the wrong scene being active, simply load the menu scene
+ if (!PhotonNetwork.IsConnected)
+ {
+ SceneManager.LoadScene("PunBasics-Launcher");
+
+ return;
+ }
+
+ if (playerPrefab == null) { // #Tip Never assume public properties of Components are filled up properly, always check and inform the developer of it.
+
+ Debug.LogError("<Color=Red><b>Missing</b></Color> playerPrefab Reference. Please set it up in GameObject 'Game Manager'", this);
+ } else {
+
+
+ if (PlayerManager.LocalPlayerInstance==null)
+ {
+ Debug.LogFormat("We are Instantiating LocalPlayer from {0}", SceneManagerHelper.ActiveSceneName);
+
+ // we're in a room. spawn a character for the local player. it gets synced by using PhotonNetwork.Instantiate
+ PhotonNetwork.Instantiate(this.playerPrefab.name, new Vector3(0f,5f,0f), Quaternion.identity, 0);
+ }else{
+
+ Debug.LogFormat("Ignoring scene load for {0}", SceneManagerHelper.ActiveSceneName);
+ }
+
+
+ }
+
+ }
+
+ /// <summary>
+ /// MonoBehaviour method called on GameObject by Unity on every frame.
+ /// </summary>
+ void Update()
+ {
+ // "back" button of phone equals "Escape". quit app if that's pressed
+ if (Input.GetKeyDown(KeyCode.Escape))
+ {
+ QuitApplication();
+ }
+ }
+
+ #endregion
+
+ #region Photon Callbacks
+
+ /// <summary>
+ /// Called when a Photon Player got connected. We need to then load a bigger scene.
+ /// </summary>
+ /// <param name="other">Other.</param>
+ public override void OnPlayerEnteredRoom( Player other )
+ {
+ Debug.Log( "OnPlayerEnteredRoom() " + other.NickName); // not seen if you're the player connecting
+
+ if ( PhotonNetwork.IsMasterClient )
+ {
+ Debug.LogFormat( "OnPlayerEnteredRoom IsMasterClient {0}", PhotonNetwork.IsMasterClient ); // called before OnPlayerLeftRoom
+
+ LoadArena();
+ }
+ }
+
+ /// <summary>
+ /// Called when a Photon Player got disconnected. We need to load a smaller scene.
+ /// </summary>
+ /// <param name="other">Other.</param>
+ public override void OnPlayerLeftRoom( Player other )
+ {
+ Debug.Log( "OnPlayerLeftRoom() " + other.NickName ); // seen when other disconnects
+
+ if ( PhotonNetwork.IsMasterClient )
+ {
+ Debug.LogFormat( "OnPlayerEnteredRoom IsMasterClient {0}", PhotonNetwork.IsMasterClient ); // called before OnPlayerLeftRoom
+
+ LoadArena();
+ }
+ }
+
+ /// <summary>
+ /// Called when the local player left the room. We need to load the launcher scene.
+ /// </summary>
+ public override void OnLeftRoom()
+ {
+ SceneManager.LoadScene("PunBasics-Launcher");
+ }
+
+ #endregion
+
+ #region Public Methods
+
+ public void LeaveRoom()
+ {
+ PhotonNetwork.LeaveRoom();
+ }
+
+ public void QuitApplication()
+ {
+ Application.Quit();
+ }
+
+ #endregion
+
+ #region Private Methods
+
+ void LoadArena()
+ {
+ if ( ! PhotonNetwork.IsMasterClient )
+ {
+ Debug.LogError( "PhotonNetwork : Trying to Load a level but we are not the master Client" );
+ }
+
+ Debug.LogFormat( "PhotonNetwork : Loading Level : {0}", PhotonNetwork.CurrentRoom.PlayerCount );
+
+ PhotonNetwork.LoadLevel("PunBasics-Room for "+PhotonNetwork.CurrentRoom.PlayerCount);
+ }
+
+ #endregion
+
+ }
+
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/GameManager.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/GameManager.cs.meta
new file mode 100644
index 0000000..028e7a9
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/GameManager.cs.meta
@@ -0,0 +1,8 @@
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/Launcher.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/Launcher.cs
new file mode 100644
index 0000000..27a16c4
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/Launcher.cs
@@ -0,0 +1,226 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="Launcher.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Networking Demos
+// </copyright>
+// <summary>
+// Used in "PUN Basic tutorial" to connect, and join/create room automatically
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+using UnityEngine.UI;
+
+using Photon.Realtime;
+
+namespace Photon.Pun.Demo.PunBasics
+{
+ #pragma warning disable 649
+
+ /// <summary>
+ /// Launch manager. Connect, join a random room or create one if none or all full.
+ /// </summary>
+ public class Launcher : MonoBehaviourPunCallbacks
+ {
+
+ #region Private Serializable Fields
+
+ [Tooltip("The Ui Panel to let the user enter name, connect and play")]
+ [SerializeField]
+ private GameObject controlPanel;
+
+ [Tooltip("The Ui Text to inform the user about the connection progress")]
+ [SerializeField]
+ private Text feedbackText;
+
+ [Tooltip("The maximum number of players per room")]
+ [SerializeField]
+ private byte maxPlayersPerRoom = 4;
+
+ [Tooltip("The UI Loader Anime")]
+ [SerializeField]
+ private LoaderAnime loaderAnime;
+
+ #endregion
+
+ #region Private Fields
+ /// <summary>
+ /// Keep track of the current process. Since connection is asynchronous and is based on several callbacks from Photon,
+ /// we need to keep track of this to properly adjust the behavior when we receive call back by Photon.
+ /// Typically this is used for the OnConnectedToMaster() callback.
+ /// </summary>
+ bool isConnecting;
+
+ /// <summary>
+ /// This client's version number. Users are separated from each other by gameVersion (which allows you to make breaking changes).
+ /// </summary>
+ string gameVersion = "1";
+
+ #endregion
+
+ #region MonoBehaviour CallBacks
+
+ /// <summary>
+ /// MonoBehaviour method called on GameObject by Unity during early initialization phase.
+ /// </summary>
+ void Awake()
+ {
+ if (loaderAnime==null)
+ {
+ Debug.LogError("<Color=Red><b>Missing</b></Color> loaderAnime Reference.",this);
+ }
+
+ // #Critical
+ // this makes sure we can use PhotonNetwork.LoadLevel() on the master client and all clients in the same room sync their level automatically
+ PhotonNetwork.AutomaticallySyncScene = true;
+
+ }
+
+ #endregion
+
+
+ #region Public Methods
+
+ /// <summary>
+ /// Start the connection process.
+ /// - If already connected, we attempt joining a random room
+ /// - if not yet connected, Connect this application instance to Photon Cloud Network
+ /// </summary>
+ public void Connect()
+ {
+ // we want to make sure the log is clear everytime we connect, we might have several failed attempted if connection failed.
+ feedbackText.text = "";
+
+ // keep track of the will to join a room, because when we come back from the game we will get a callback that we are connected, so we need to know what to do then
+ isConnecting = true;
+
+ // hide the Play button for visual consistency
+ controlPanel.SetActive(false);
+
+ // start the loader animation for visual effect.
+ if (loaderAnime!=null)
+ {
+ loaderAnime.StartLoaderAnimation();
+ }
+
+ // we check if we are connected or not, we join if we are , else we initiate the connection to the server.
+ if (PhotonNetwork.IsConnected)
+ {
+ LogFeedback("Joining Room...");
+ // #Critical we need at this point to attempt joining a Random Room. If it fails, we'll get notified in OnJoinRandomFailed() and we'll create one.
+ PhotonNetwork.JoinRandomRoom();
+ }else{
+
+ LogFeedback("Connecting...");
+
+ // #Critical, we must first and foremost connect to Photon Online Server.
+ PhotonNetwork.ConnectUsingSettings();
+ PhotonNetwork.GameVersion = this.gameVersion;
+ }
+ }
+
+ /// <summary>
+ /// Logs the feedback in the UI view for the player, as opposed to inside the Unity Editor for the developer.
+ /// </summary>
+ /// <param name="message">Message.</param>
+ void LogFeedback(string message)
+ {
+ // we do not assume there is a feedbackText defined.
+ if (feedbackText == null) {
+ return;
+ }
+
+ // add new messages as a new line and at the bottom of the log.
+ feedbackText.text += System.Environment.NewLine+message;
+ }
+
+ #endregion
+
+
+ #region MonoBehaviourPunCallbacks CallBacks
+ // below, we implement some callbacks of PUN
+ // you can find PUN's callbacks in the class MonoBehaviourPunCallbacks
+
+
+ /// <summary>
+ /// Called after the connection to the master is established and authenticated
+ /// </summary>
+ public override void OnConnectedToMaster()
+ {
+ // we don't want to do anything if we are not attempting to join a room.
+ // this case where isConnecting is false is typically when you lost or quit the game, when this level is loaded, OnConnectedToMaster will be called, in that case
+ // we don't want to do anything.
+ if (isConnecting)
+ {
+ LogFeedback("OnConnectedToMaster: Next -> try to Join Random Room");
+ Debug.Log("PUN Basics Tutorial/Launcher: OnConnectedToMaster() was called by PUN. Now this client is connected and could join a room.\n Calling: PhotonNetwork.JoinRandomRoom(); Operation will fail if no room found");
+
+ // #Critical: The first we try to do is to join a potential existing room. If there is, good, else, we'll be called back with OnJoinRandomFailed()
+ PhotonNetwork.JoinRandomRoom();
+ }
+ }
+
+ /// <summary>
+ /// Called when a JoinRandom() call failed. The parameter provides ErrorCode and message.
+ /// </summary>
+ /// <remarks>
+ /// Most likely all rooms are full or no rooms are available. <br/>
+ /// </remarks>
+ public override void OnJoinRandomFailed(short returnCode, string message)
+ {
+ LogFeedback("<Color=Red>OnJoinRandomFailed</Color>: Next -> Create a new Room");
+ Debug.Log("PUN Basics Tutorial/Launcher:OnJoinRandomFailed() was called by PUN. No random room available, so we create one.\nCalling: PhotonNetwork.CreateRoom");
+
+ // #Critical: we failed to join a random room, maybe none exists or they are all full. No worries, we create a new room.
+ PhotonNetwork.CreateRoom(null, new RoomOptions { MaxPlayers = this.maxPlayersPerRoom});
+ }
+
+
+ /// <summary>
+ /// Called after disconnecting from the Photon server.
+ /// </summary>
+ public override void OnDisconnected(DisconnectCause cause)
+ {
+ LogFeedback("<Color=Red>OnDisconnected</Color> "+cause);
+ Debug.LogError("PUN Basics Tutorial/Launcher:Disconnected");
+
+ // #Critical: we failed to connect or got disconnected. There is not much we can do. Typically, a UI system should be in place to let the user attemp to connect again.
+ loaderAnime.StopLoaderAnimation();
+
+ isConnecting = false;
+ controlPanel.SetActive(true);
+
+ }
+
+ /// <summary>
+ /// Called when entering a room (by creating or joining it). Called on all clients (including the Master Client).
+ /// </summary>
+ /// <remarks>
+ /// This method is commonly used to instantiate player characters.
+ /// If a match has to be started "actively", you can call an [PunRPC](@ref PhotonView.RPC) triggered by a user's button-press or a timer.
+ ///
+ /// When this is called, you can usually already access the existing players in the room via PhotonNetwork.PlayerList.
+ /// Also, all custom properties should be already available as Room.customProperties. Check Room..PlayerCount to find out if
+ /// enough players are in the room to start playing.
+ /// </remarks>
+ public override void OnJoinedRoom()
+ {
+ LogFeedback("<Color=Green>OnJoinedRoom</Color> with "+PhotonNetwork.CurrentRoom.PlayerCount+" Player(s)");
+ Debug.Log("PUN Basics Tutorial/Launcher: OnJoinedRoom() called by PUN. Now this client is in a room.\nFrom here on, your game would be running.");
+
+ // #Critical: We only load if we are the first player, else we rely on PhotonNetwork.AutomaticallySyncScene to sync our instance scene.
+ if (PhotonNetwork.CurrentRoom.PlayerCount == 1)
+ {
+ Debug.Log("We load the 'Room for 1' ");
+
+ // #Critical
+ // Load the Room Level.
+ PhotonNetwork.LoadLevel("PunBasics-Room for 1");
+
+ }
+ }
+
+ #endregion
+
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/Launcher.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/Launcher.cs.meta
new file mode 100644
index 0000000..27bc31f
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/Launcher.cs.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 4796bc1963eb34e1fa021b0a45b29df4
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/LoaderAnime.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/LoaderAnime.cs
new file mode 100644
index 0000000..6f82176
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/LoaderAnime.cs
@@ -0,0 +1,101 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="Launcher.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Networking Demos
+// </copyright>
+// <summary>
+// Used in PUN Basics Tutorial to connect, and join/create room automatically
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+
+namespace Photon.Pun.Demo.PunBasics
+{
+ /// <summary>
+ /// Simple behaviour to animate particles around to create a typical "Ajax Loader". this is actually very important to visual inform the user that something is happening
+ /// or better say that the application is not frozen, so a animation of some sort helps reassuring the user that the system is idle and well.
+ ///
+ /// TODO: hide when connection failed.
+ ///
+ /// </summary>
+ public class LoaderAnime : MonoBehaviour {
+
+ #region Public Variables
+
+ [Tooltip("Angular Speed in degrees per seconds")]
+ public float speed = 180f;
+
+ [Tooltip("Radius os the loader")]
+ public float radius = 1f;
+
+ public GameObject particles;
+
+ #endregion
+
+ #region Private Variables
+
+ Vector3 _offset;
+
+ Transform _transform;
+
+ Transform _particleTransform;
+
+ bool _isAnimating;
+
+ #endregion
+
+ #region MonoBehaviour CallBacks
+
+ /// <summary>
+ /// MonoBehaviour method called on GameObject by Unity during early initialization phase.
+ /// </summary>
+ void Awake()
+ {
+ // cache for efficiency
+ _particleTransform =particles.GetComponent<Transform>();
+ _transform = GetComponent<Transform>();
+ }
+
+
+ /// <summary>
+ /// MonoBehaviour method called on GameObject by Unity on every frame.
+ /// </summary>
+ void Update () {
+
+ // only care about rotating particles if we are animating
+ if (_isAnimating)
+ {
+ // we rotate over time. Time.deltaTime is mandatory to have a frame rate independant animation,
+ _transform.Rotate(0f,0f,speed*Time.deltaTime);
+
+ // we move from the center to the desired radius to prevent the visual artifacts of particles jumping from their current spot, it's not very nice visually
+ // so the particle is centered in the scene so that when it starts rotating, it doesn't jump and slowy we animate it to its final radius giving a smooth transition.
+ _particleTransform.localPosition = Vector3.MoveTowards(_particleTransform.localPosition, _offset, 0.5f*Time.deltaTime);
+ }
+ }
+ #endregion
+
+ #region Public Methods
+
+ /// <summary>
+ /// Starts the loader animation. Becomes visible
+ /// </summary>
+ public void StartLoaderAnimation()
+ {
+ _isAnimating = true;
+ _offset = new Vector3(radius,0f,0f);
+ particles.SetActive(true);
+ }
+
+ /// <summary>
+ /// Stops the loader animation. Becomes invisible
+ /// </summary>
+ public void StopLoaderAnimation()
+ {
+ particles.SetActive(false);
+ }
+
+ #endregion
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/LoaderAnime.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/LoaderAnime.cs.meta
new file mode 100644
index 0000000..bad4e92
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/LoaderAnime.cs.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: df9597db7c55c44e885b8f74697d5ba0
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/PlayerAnimatorManager.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/PlayerAnimatorManager.cs
new file mode 100644
index 0000000..d645f74
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/PlayerAnimatorManager.cs
@@ -0,0 +1,81 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="PlayerAnimatorManager.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Networking Demos
+// </copyright>
+// <summary>
+// Used in PUN Basics Tutorial to deal with the networked player Animator Component controls.
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+
+namespace Photon.Pun.Demo.PunBasics
+{
+ public class PlayerAnimatorManager : MonoBehaviourPun
+ {
+ #region Private Fields
+
+ [SerializeField]
+ private float directionDampTime = 0.25f;
+ Animator animator;
+
+ #endregion
+
+ #region MonoBehaviour CallBacks
+
+ /// <summary>
+ /// MonoBehaviour method called on GameObject by Unity during initialization phase.
+ /// </summary>
+ void Start ()
+ {
+ animator = GetComponent<Animator>();
+ }
+
+ /// <summary>
+ /// MonoBehaviour method called on GameObject by Unity on every frame.
+ /// </summary>
+ void Update ()
+ {
+
+ // Prevent control is connected to Photon and represent the localPlayer
+ if( photonView.IsMine == false && PhotonNetwork.IsConnected == true )
+ {
+ return;
+ }
+
+ // failSafe is missing Animator component on GameObject
+ if (!animator)
+ {
+ return;
+ }
+
+ // deal with Jumping
+ AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0);
+
+ // only allow jumping if we are running.
+ if (stateInfo.IsName("Base Layer.Run"))
+ {
+ // When using trigger parameter
+ if (Input.GetButtonDown("Fire2")) animator.SetTrigger("Jump");
+ }
+
+ // deal with movement
+ float h = Input.GetAxis("Horizontal");
+ float v = Input.GetAxis("Vertical");
+
+ // prevent negative Speed.
+ if( v < 0 )
+ {
+ v = 0;
+ }
+
+ // set the Animator Parameters
+ animator.SetFloat( "Speed", h*h+v*v );
+ animator.SetFloat( "Direction", h, directionDampTime, Time.deltaTime );
+ }
+
+ #endregion
+
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/PlayerAnimatorManager.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/PlayerAnimatorManager.cs.meta
new file mode 100644
index 0000000..ca0db16
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/PlayerAnimatorManager.cs.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 507e5741cec8a42dc964c8e0a4b55bd6
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/PlayerManager.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/PlayerManager.cs
new file mode 100644
index 0000000..36d8142
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/PlayerManager.cs
@@ -0,0 +1,289 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="PlayerManager.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Networking Demos
+// </copyright>
+// <summary>
+// Used in PUN Basics Tutorial to deal with the networked player instance
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+using UnityEngine.EventSystems;
+
+namespace Photon.Pun.Demo.PunBasics
+{
+ #pragma warning disable 649
+
+ /// <summary>
+ /// Player manager.
+ /// Handles fire Input and Beams.
+ /// </summary>
+ public class PlayerManager : MonoBehaviourPunCallbacks, IPunObservable
+ {
+ #region Public Fields
+
+ [Tooltip("The current Health of our player")]
+ public float Health = 1f;
+
+ [Tooltip("The local player instance. Use this to know if the local player is represented in the Scene")]
+ public static GameObject LocalPlayerInstance;
+
+ #endregion
+
+ #region Private Fields
+
+ [Tooltip("The Player's UI GameObject Prefab")]
+ [SerializeField]
+ private GameObject playerUiPrefab;
+
+ [Tooltip("The Beams GameObject to control")]
+ [SerializeField]
+ private GameObject beams;
+
+ //True, when the user is firing
+ bool IsFiring;
+
+ #endregion
+
+ #region MonoBehaviour CallBacks
+
+ /// <summary>
+ /// MonoBehaviour method called on GameObject by Unity during early initialization phase.
+ /// </summary>
+ public void Awake()
+ {
+ if (this.beams == null)
+ {
+ Debug.LogError("<Color=Red><b>Missing</b></Color> Beams Reference.", this);
+ }
+ else
+ {
+ this.beams.SetActive(false);
+ }
+
+ // #Important
+ // used in GameManager.cs: we keep track of the localPlayer instance to prevent instanciation when levels are synchronized
+ if (photonView.IsMine)
+ {
+ LocalPlayerInstance = gameObject;
+ }
+
+ // #Critical
+ // we flag as don't destroy on load so that instance survives level synchronization, thus giving a seamless experience when levels load.
+ DontDestroyOnLoad(gameObject);
+ }
+
+ /// <summary>
+ /// MonoBehaviour method called on GameObject by Unity during initialization phase.
+ /// </summary>
+ public void Start()
+ {
+ CameraWork _cameraWork = gameObject.GetComponent<CameraWork>();
+
+ if (_cameraWork != null)
+ {
+ if (photonView.IsMine)
+ {
+ _cameraWork.OnStartFollowing();
+ }
+ }
+ else
+ {
+ Debug.LogError("<Color=Red><b>Missing</b></Color> CameraWork Component on player Prefab.", this);
+ }
+
+ // Create the UI
+ if (this.playerUiPrefab != null)
+ {
+ GameObject _uiGo = Instantiate(this.playerUiPrefab);
+ _uiGo.SendMessage("SetTarget", this, SendMessageOptions.RequireReceiver);
+ }
+ else
+ {
+ Debug.LogWarning("<Color=Red><b>Missing</b></Color> PlayerUiPrefab reference on player Prefab.", this);
+ }
+
+ #if UNITY_5_4_OR_NEWER
+ // Unity 5.4 has a new scene management. register a method to call CalledOnLevelWasLoaded.
+ UnityEngine.SceneManagement.SceneManager.sceneLoaded += OnSceneLoaded;
+ #endif
+ }
+
+
+ public override void OnDisable()
+ {
+ // Always call the base to remove callbacks
+ base.OnDisable ();
+
+ #if UNITY_5_4_OR_NEWER
+ UnityEngine.SceneManagement.SceneManager.sceneLoaded -= OnSceneLoaded;
+ #endif
+ }
+
+
+ /// <summary>
+ /// MonoBehaviour method called on GameObject by Unity on every frame.
+ /// Process Inputs if local player.
+ /// Show and hide the beams
+ /// Watch for end of game, when local player health is 0.
+ /// </summary>
+ public void Update()
+ {
+ // we only process Inputs and check health if we are the local player
+ if (photonView.IsMine)
+ {
+ this.ProcessInputs();
+
+ if (this.Health <= 0f)
+ {
+ GameManager.Instance.LeaveRoom();
+ }
+ }
+
+ if (this.beams != null && this.IsFiring != this.beams.activeInHierarchy)
+ {
+ this.beams.SetActive(this.IsFiring);
+ }
+ }
+
+ /// <summary>
+ /// MonoBehaviour method called when the Collider 'other' enters the trigger.
+ /// Affect Health of the Player if the collider is a beam
+ /// Note: when jumping and firing at the same, you'll find that the player's own beam intersects with itself
+ /// One could move the collider further away to prevent this or check if the beam belongs to the player.
+ /// </summary>
+ public void OnTriggerEnter(Collider other)
+ {
+ if (!photonView.IsMine)
+ {
+ return;
+ }
+
+
+ // We are only interested in Beamers
+ // we should be using tags but for the sake of distribution, let's simply check by name.
+ if (!other.name.Contains("Beam"))
+ {
+ return;
+ }
+
+ this.Health -= 0.1f;
+ }
+
+ /// <summary>
+ /// MonoBehaviour method called once per frame for every Collider 'other' that is touching the trigger.
+ /// We're going to affect health while the beams are interesting the player
+ /// </summary>
+ /// <param name="other">Other.</param>
+ public void OnTriggerStay(Collider other)
+ {
+ // we dont' do anything if we are not the local player.
+ if (!photonView.IsMine)
+ {
+ return;
+ }
+
+ // We are only interested in Beamers
+ // we should be using tags but for the sake of distribution, let's simply check by name.
+ if (!other.name.Contains("Beam"))
+ {
+ return;
+ }
+
+ // we slowly affect health when beam is constantly hitting us, so player has to move to prevent death.
+ this.Health -= 0.1f*Time.deltaTime;
+ }
+
+
+ #if !UNITY_5_4_OR_NEWER
+ /// <summary>See CalledOnLevelWasLoaded. Outdated in Unity 5.4.</summary>
+ void OnLevelWasLoaded(int level)
+ {
+ this.CalledOnLevelWasLoaded(level);
+ }
+ #endif
+
+
+ /// <summary>
+ /// MonoBehaviour method called after a new level of index 'level' was loaded.
+ /// We recreate the Player UI because it was destroy when we switched level.
+ /// Also reposition the player if outside the current arena.
+ /// </summary>
+ /// <param name="level">Level index loaded</param>
+ void CalledOnLevelWasLoaded(int level)
+ {
+ // check if we are outside the Arena and if it's the case, spawn around the center of the arena in a safe zone
+ if (!Physics.Raycast(transform.position, -Vector3.up, 5f))
+ {
+ transform.position = new Vector3(0f, 5f, 0f);
+ }
+
+ GameObject _uiGo = Instantiate(this.playerUiPrefab);
+ _uiGo.SendMessage("SetTarget", this, SendMessageOptions.RequireReceiver);
+ }
+
+ #endregion
+
+ #region Private Methods
+
+
+ #if UNITY_5_4_OR_NEWER
+ void OnSceneLoaded(UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode loadingMode)
+ {
+ this.CalledOnLevelWasLoaded(scene.buildIndex);
+ }
+ #endif
+
+ /// <summary>
+ /// Processes the inputs. This MUST ONLY BE USED when the player has authority over this Networked GameObject (photonView.isMine == true)
+ /// </summary>
+ void ProcessInputs()
+ {
+ if (Input.GetButtonDown("Fire1"))
+ {
+ // we don't want to fire when we interact with UI buttons for example. IsPointerOverGameObject really means IsPointerOver*UI*GameObject
+ // notice we don't use on on GetbuttonUp() few lines down, because one can mouse down, move over a UI element and release, which would lead to not lower the isFiring Flag.
+ if (EventSystem.current.IsPointerOverGameObject())
+ {
+ // return;
+ }
+
+ if (!this.IsFiring)
+ {
+ this.IsFiring = true;
+ }
+ }
+
+ if (Input.GetButtonUp("Fire1"))
+ {
+ if (this.IsFiring)
+ {
+ this.IsFiring = false;
+ }
+ }
+ }
+
+ #endregion
+
+ #region IPunObservable implementation
+
+ public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
+ {
+ if (stream.IsWriting)
+ {
+ // We own this player: send the others our data
+ stream.SendNext(this.IsFiring);
+ stream.SendNext(this.Health);
+ }
+ else
+ {
+ // Network player, receive data
+ this.IsFiring = (bool)stream.ReceiveNext();
+ this.Health = (float)stream.ReceiveNext();
+ }
+ }
+
+ #endregion
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/PlayerManager.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/PlayerManager.cs.meta
new file mode 100644
index 0000000..0d81383
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/PlayerManager.cs.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 98fac77b304554f238a61572f5720187
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/PlayerNameInputField.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/PlayerNameInputField.cs
new file mode 100644
index 0000000..b8f4d15
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/PlayerNameInputField.cs
@@ -0,0 +1,74 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="PlayerNameInputField.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Networking Demos
+// </copyright>
+// <summary>
+// Let the player input his name to be saved as the network player Name, viewed by alls players above each when in the same room.
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+using UnityEngine.UI;
+
+namespace Photon.Pun.Demo.PunBasics
+{
+ /// <summary>
+ /// Player name input field. Let the user input his name, will appear above the player in the game.
+ /// </summary>
+ [RequireComponent(typeof(InputField))]
+ public class PlayerNameInputField : MonoBehaviour
+ {
+ #region Private Constants
+
+ // Store the PlayerPref Key to avoid typos
+ const string playerNamePrefKey = "PlayerName";
+
+ #endregion
+
+ #region MonoBehaviour CallBacks
+
+ /// <summary>
+ /// MonoBehaviour method called on GameObject by Unity during initialization phase.
+ /// </summary>
+ void Start () {
+
+ string defaultName = string.Empty;
+ InputField _inputField = this.GetComponent<InputField>();
+
+ if (_inputField!=null)
+ {
+ if (PlayerPrefs.HasKey(playerNamePrefKey))
+ {
+ defaultName = PlayerPrefs.GetString(playerNamePrefKey);
+ _inputField.text = defaultName;
+ }
+ }
+
+ PhotonNetwork.NickName = defaultName;
+ }
+
+ #endregion
+
+ #region Public Methods
+
+ /// <summary>
+ /// Sets the name of the player, and save it in the PlayerPrefs for future sessions.
+ /// </summary>
+ /// <param name="value">The name of the Player</param>
+ public void SetPlayerName(string value)
+ {
+ // #Important
+ if (string.IsNullOrEmpty(value))
+ {
+ Debug.LogError("Player Name is null or empty");
+ return;
+ }
+ PhotonNetwork.NickName = value;
+
+ PlayerPrefs.SetString(playerNamePrefKey, value);
+ }
+
+ #endregion
+ }
+}
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/PlayerNameInputField.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/PlayerNameInputField.cs.meta
new file mode 100644
index 0000000..786894e
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/PlayerNameInputField.cs.meta
@@ -0,0 +1,8 @@
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/PlayerUI.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/PlayerUI.cs
new file mode 100644
index 0000000..16fbc4b
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/PlayerUI.cs
@@ -0,0 +1,147 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="PlayerUI.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Networking Demos
+// </copyright>
+// <summary>
+// Used in PUN Basics Tutorial to deal with the networked player instance UI display tha follows a given player to show its health and name
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+using UnityEngine.UI;
+
+namespace Photon.Pun.Demo.PunBasics
+{
+ #pragma warning disable 649
+
+ /// <summary>
+ /// Player UI. Constraint the UI to follow a PlayerManager GameObject in the world,
+ /// Affect a slider and text to display Player's name and health
+ /// </summary>
+ public class PlayerUI : MonoBehaviour
+ {
+ #region Private Fields
+
+ [Tooltip("Pixel offset from the player target")]
+ [SerializeField]
+ private Vector3 screenOffset = new Vector3(0f, 30f, 0f);
+
+ [Tooltip("UI Text to display Player's Name")]
+ [SerializeField]
+ private Text playerNameText;
+
+ [Tooltip("UI Slider to display Player's Health")]
+ [SerializeField]
+ private Slider playerHealthSlider;
+
+ PlayerManager target;
+
+ float characterControllerHeight;
+
+ Transform targetTransform;
+
+ Renderer targetRenderer;
+
+ CanvasGroup _canvasGroup;
+
+ Vector3 targetPosition;
+
+ #endregion
+
+ #region MonoBehaviour Messages
+
+ /// <summary>
+ /// MonoBehaviour method called on GameObject by Unity during early initialization phase
+ /// </summary>
+ void Awake()
+ {
+
+ _canvasGroup = this.GetComponent<CanvasGroup>();
+
+ this.transform.SetParent(GameObject.Find("Canvas").GetComponent<Transform>(), false);
+ }
+
+ /// <summary>
+ /// MonoBehaviour method called on GameObject by Unity on every frame.
+ /// update the health slider to reflect the Player's health
+ /// </summary>
+ void Update()
+ {
+ // Destroy itself if the target is null, It's a fail safe when Photon is destroying Instances of a Player over the network
+ if (target == null) {
+ Destroy(this.gameObject);
+ return;
+ }
+
+
+ // Reflect the Player Health
+ if (playerHealthSlider != null) {
+ playerHealthSlider.value = target.Health;
+ }
+ }
+
+ /// <summary>
+ /// MonoBehaviour method called after all Update functions have been called. This is useful to order script execution.
+ /// In our case since we are following a moving GameObject, we need to proceed after the player was moved during a particular frame.
+ /// </summary>
+ void LateUpdate () {
+
+ // Do not show the UI if we are not visible to the camera, thus avoid potential bugs with seeing the UI, but not the player itself.
+ if (targetRenderer!=null)
+ {
+ this._canvasGroup.alpha = targetRenderer.isVisible ? 1f : 0f;
+ }
+
+ // #Critical
+ // Follow the Target GameObject on screen.
+ if (targetTransform!=null)
+ {
+ targetPosition = targetTransform.position;
+ targetPosition.y += characterControllerHeight;
+
+ this.transform.position = Camera.main.WorldToScreenPoint (targetPosition) + screenOffset;
+ }
+
+ }
+
+
+
+
+ #endregion
+
+ #region Public Methods
+
+ /// <summary>
+ /// Assigns a Player Target to Follow and represent.
+ /// </summary>
+ /// <param name="target">Target.</param>
+ public void SetTarget(PlayerManager _target){
+
+ if (_target == null) {
+ Debug.LogError("<Color=Red><b>Missing</b></Color> PlayMakerManager target for PlayerUI.SetTarget.", this);
+ return;
+ }
+
+ // Cache references for efficiency because we are going to reuse them.
+ this.target = _target;
+ targetTransform = this.target.GetComponent<Transform>();
+ targetRenderer = this.target.GetComponentInChildren<Renderer>();
+
+
+ CharacterController _characterController = this.target.GetComponent<CharacterController> ();
+
+ // Get data from the Player that won't change during the lifetime of this Component
+ if (_characterController != null){
+ characterControllerHeight = _characterController.height;
+ }
+
+ if (playerNameText != null) {
+ playerNameText.text = this.target.photonView.Owner.NickName;
+ }
+ }
+
+ #endregion
+
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/PlayerUI.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/PlayerUI.cs.meta
new file mode 100644
index 0000000..f7441aa
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunBasics-Tutorial/Scripts/PlayerUI.cs.meta
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit.meta
new file mode 100644
index 0000000..384cbb1
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@@ -0,0 +1,9 @@
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+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Forms.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Forms.meta
new file mode 100644
index 0000000..6c5498c
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+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Forms.meta
@@ -0,0 +1,9 @@
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+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Forms/ConnectToRegionUIForm.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Forms/ConnectToRegionUIForm.cs
new file mode 100644
index 0000000..7fd2922
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Forms/ConnectToRegionUIForm.cs
@@ -0,0 +1,57 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="ConnectToRegionUIForm.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit Demo
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+using UnityEngine.UI;
+using UnityEngine.Events;
+
+namespace Photon.Pun.Demo.Cockpit.Forms
+{
+ /// <summary>
+ /// Manager for ConnectToRegion UI Form
+ /// </summary>
+ public class ConnectToRegionUIForm : MonoBehaviour
+ {
+ public InputField RegionInput;
+ public Dropdown RegionListInput;
+
+ [System.Serializable]
+ public class OnSubmitEvent : UnityEvent<string>{}
+
+ public OnSubmitEvent OnSubmit;
+
+ public void Start()
+ {
+
+ }
+
+ // new UI will fire "EndEdit" event also when loosing focus. So check "enter" key and only then StartChat.
+ public void EndEditOnEnter()
+ {
+ if (Input.GetKey(KeyCode.Return) || Input.GetKey(KeyCode.KeypadEnter))
+ {
+ this.SubmitForm();
+ }
+ }
+
+ public void SetRegionFromDropDown(int index)
+ {
+ if (index == 0) {
+ return;
+ }
+
+ RegionInput.text = RegionListInput.options[index].text;
+ RegionListInput.value = 0;
+
+ }
+
+ public void SubmitForm()
+ {
+ OnSubmit.Invoke (RegionInput.text);
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Forms/ConnectToRegionUIForm.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Forms/ConnectToRegionUIForm.cs.meta
new file mode 100644
index 0000000..965e003
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Forms/ConnectToRegionUIForm.cs.meta
@@ -0,0 +1,12 @@
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Forms/CreateRoomUiForm.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Forms/CreateRoomUiForm.cs
new file mode 100644
index 0000000..b8c9024
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Forms/CreateRoomUiForm.cs
@@ -0,0 +1,71 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="CreateRoomUiForm.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit Demo
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using System;
+using System.Collections;
+using System.Linq;
+
+using UnityEngine;
+using UnityEngine.UI;
+using UnityEngine.Events;
+
+using Photon.Realtime;
+
+namespace Photon.Pun.Demo.Cockpit.Forms
+{
+ /// <summary>
+ /// Create room user interface form.
+ /// </summary>
+ public class CreateRoomUiForm : MonoBehaviour
+ {
+ public InputField RoomNameInput;
+ public InputField LobbyNameInput;
+ public InputField ExpectedUsersInput;
+ public Dropdown LobbyTypeInput;
+
+ [System.Serializable]
+ public class OnSubmitEvent : UnityEvent<string, string, LobbyType, string[]> { }
+
+ public OnSubmitEvent OnSubmit;
+
+ public void Start()
+ {
+
+ }
+
+ // new UI will fire "EndEdit" event also when loosing focus. So check "enter" key and only then StartChat.
+ public void EndEditOnEnter()
+ {
+ if (Input.GetKey(KeyCode.Return) || Input.GetKey(KeyCode.KeypadEnter))
+ {
+ this.SubmitForm();
+ }
+ }
+
+ public void SubmitForm()
+ {
+ LobbyType _t = LobbyType.Default;
+
+ if (LobbyTypeInput.value == 1)
+ {
+ _t = LobbyType.SqlLobby;
+ }
+ else if (LobbyTypeInput.value == 2)
+ {
+ _t = LobbyType.AsyncRandomLobby;
+ }
+
+ string[] _expectedUsers = string.IsNullOrEmpty(ExpectedUsersInput.text) ? null : ExpectedUsersInput.text.Split(',').Select(t => t.Trim()).ToArray();
+
+ OnSubmit.Invoke(
+ string.IsNullOrEmpty(RoomNameInput.text) ? null : RoomNameInput.text,
+ string.IsNullOrEmpty(LobbyNameInput.text) ? null : LobbyNameInput.text,
+ _t,
+ _expectedUsers);
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Forms/CreateRoomUiForm.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Forms/CreateRoomUiForm.cs.meta
new file mode 100644
index 0000000..982493a
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Forms/CreateRoomUiForm.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 93560c151be5f43aaa41c69fba615970
+timeCreated: 1511957064
+licenseType: Store
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+ userData:
+ assetBundleName:
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Forms/LoadLevelUIForm.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Forms/LoadLevelUIForm.cs
new file mode 100644
index 0000000..c41eb09
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Forms/LoadLevelUIForm.cs
@@ -0,0 +1,47 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="SetRoomCustomPropertyUIForm.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit Demo
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using System.Collections;
+
+using UnityEngine;
+using UnityEngine.UI;
+using UnityEngine.Events;
+
+namespace Photon.Pun.Demo.Cockpit.Forms
+{
+ /// <summary>
+ /// Level Loading UI Form.
+ /// </summary>
+ public class LoadLevelUIForm : MonoBehaviour
+ {
+ public InputField PropertyValueInput;
+
+ [System.Serializable]
+ public class OnSubmitEvent : UnityEvent<string> { }
+
+ public OnSubmitEvent OnSubmit;
+
+ public void Start()
+ {
+
+ }
+
+ // new UI will fire "EndEdit" event also when loosing focus. So check "enter" key and only then StartChat.
+ public void EndEditOnEnter()
+ {
+ if (Input.GetKey(KeyCode.Return) || Input.GetKey(KeyCode.KeypadEnter))
+ {
+ this.SubmitForm();
+ }
+ }
+
+ public void SubmitForm()
+ {
+ OnSubmit.Invoke(PropertyValueInput.text);
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Forms/LoadLevelUIForm.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Forms/LoadLevelUIForm.cs.meta
new file mode 100644
index 0000000..8e32c7e
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Forms/LoadLevelUIForm.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: f833cfc95509a49658fedf2e4cdc3a62
+timeCreated: 1538567673
+licenseType: Store
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Forms/SetRoomCustomPropertyUIForm.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Forms/SetRoomCustomPropertyUIForm.cs
new file mode 100644
index 0000000..ae32dd6
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Forms/SetRoomCustomPropertyUIForm.cs
@@ -0,0 +1,47 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="SetRoomCustomPropertyUIForm.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit Demo
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using System.Collections;
+
+using UnityEngine;
+using UnityEngine.UI;
+using UnityEngine.Events;
+
+namespace Photon.Pun.Demo.Cockpit.Forms
+{
+ /// <summary>
+ /// Room custom properties UI Form.
+ /// </summary>
+ public class SetRoomCustomPropertyUIForm : MonoBehaviour
+ {
+ public InputField PropertyValueInput;
+
+ [System.Serializable]
+ public class OnSubmitEvent : UnityEvent<string> { }
+
+ public OnSubmitEvent OnSubmit;
+
+ public void Start()
+ {
+
+ }
+
+ // new UI will fire "EndEdit" event also when loosing focus. So check "enter" key and only then StartChat.
+ public void EndEditOnEnter()
+ {
+ if (Input.GetKey(KeyCode.Return) || Input.GetKey(KeyCode.KeypadEnter))
+ {
+ this.SubmitForm();
+ }
+ }
+
+ public void SubmitForm()
+ {
+ OnSubmit.Invoke(PropertyValueInput.text);
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Forms/SetRoomCustomPropertyUIForm.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Forms/SetRoomCustomPropertyUIForm.cs.meta
new file mode 100644
index 0000000..205cde0
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Forms/SetRoomCustomPropertyUIForm.cs.meta
@@ -0,0 +1,12 @@
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Forms/UserIdUiForm.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Forms/UserIdUiForm.cs
new file mode 100644
index 0000000..f410fb1
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Forms/UserIdUiForm.cs
@@ -0,0 +1,54 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="UserIdUiForm.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit Demo
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+using UnityEngine.UI;
+using UnityEngine.Events;
+
+namespace Photon.Pun.Demo.Cockpit.Forms
+{
+ /// <summary>
+ /// User Id UI form.
+ /// </summary>
+ public class UserIdUiForm : MonoBehaviour
+ {
+ public const string UserIdPlayerPref = "PunUserId";
+
+ public InputField idInput;
+
+ [System.Serializable]
+ public class OnSubmitEvent : UnityEvent<string> { }
+
+ public OnSubmitEvent OnSubmit;
+
+ public void Start()
+ {
+
+ string prefsName = PlayerPrefs.GetString(UserIdUiForm.UserIdPlayerPref);
+ if (!string.IsNullOrEmpty(prefsName))
+ {
+ this.idInput.text = prefsName;
+ }
+ }
+
+
+ // new UI will fire "EndEdit" event also when loosing focus. So check "enter" key and only then StartChat.
+ public void EndEditOnEnter()
+ {
+ if (Input.GetKey(KeyCode.Return) || Input.GetKey(KeyCode.KeypadEnter))
+ {
+ this.SubmitForm();
+ }
+ }
+
+ public void SubmitForm()
+ {
+ PlayerPrefs.SetString(UserIdUiForm.UserIdPlayerPref, idInput.text);
+ OnSubmit.Invoke(idInput.text);
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Forms/UserIdUiForm.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Forms/UserIdUiForm.cs.meta
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Prefabs/Help Button.prefab b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Prefabs/Help Button.prefab
new file mode 100644
index 0000000..3af23c7
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Prefabs/Help Button.prefab
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/PunCockpit-Scene.unity.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/PunCockpit-Scene.unity.meta
new file mode 100644
index 0000000..0cd8c2a
--- /dev/null
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@@ -0,0 +1,8 @@
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+timeCreated: 1511870912
+licenseType: Store
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/PunCockpit.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/PunCockpit.cs
new file mode 100644
index 0000000..bfb5752
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/PunCockpit.cs
@@ -0,0 +1,807 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="PunCockpit.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit Demo
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using System.Linq;
+
+using UnityEngine;
+using UnityEngine.UI;
+
+using Photon.Pun.Demo.Cockpit.Forms;
+using Photon.Pun.Demo.Shared;
+using Photon.Realtime;
+using Hashtable = ExitGames.Client.Photon.Hashtable;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// UI based work in progress to test out api and act as foundation when dealing with room, friends and player list
+ /// </summary>
+ public class PunCockpit : MonoBehaviourPunCallbacks
+ {
+ public static PunCockpit Instance;
+ public static bool Embedded;
+ public static string EmbeddedGameTitle = "";
+
+ public bool debug = false;
+
+ public string UserId { get; set; }
+
+ public Text Title;
+ public Text StateText; // set in inspector
+ public Text UserIdText; // set in inspector
+
+ [Header("Demo Integration")]
+
+ public CanvasGroup MinimalCanvasGroup;
+ public CanvasGroup MaximalCanvasGroup;
+ public GameObject MinimizeButton;
+ public GameObject MinimalUIEmbeddHelp;
+
+ [Header("Connection UI")]
+ public GameObject ConnectingLabel;
+ public GameObject ConnectionPanel;
+ public GameObject AdvancedConnectionPanel;
+ public Dropdown ConnectAsDropDown;
+
+ [Header("Common UI")]
+ public GameObject InfosPanel;
+ public GameObject MinimalUiInfosPanel;
+
+ [Header("Lobby UI")]
+ public GameObject LobbyPanel;
+ public Selectable JoinLobbyButton;
+ public RoomListView RoomListManager;
+ public FriendListView FriendListManager;
+ public GameObject RoomListMatchMakingForm;
+
+ [Header("Game UI")]
+ public GameObject GamePanel;
+ public PlayerListView PlayerListManager;
+ public PlayerDetailsController PlayerDetailsManager;
+
+ public InputField RoomCustomPropertyInputfield;
+
+ [Header("Photon Settings")]
+ /// <summary>
+ /// The game version override. This is one way to let the user define the gameversion, and set it properly right after we call connect to override the server settings
+ /// Check ConnectAndJoinRandom.cs for another example of gameversion overriding
+ /// </summary>
+ public string GameVersionOverride = String.Empty;
+
+ /// <summary>
+ /// The reset flag for best cloud ServerSettings.
+ /// This is one way to let the user define if bestcloud cache should be reseted when connecting.
+ /// </summary>
+ public bool ResetBestRegionCodeInPreferences = false;
+
+ [Header("Room Options")]
+ public int MaxPlayers = 4;
+ public int PlayerTtl = 0;
+ public int EmptyRoomTtl = 0;
+ public string Plugins = "";
+ public bool PublishUserId = true;
+ public bool IsVisible = true;
+ public bool IsOpen = true;
+ //public bool CheckUserOnJoin = false;
+ public bool CleanupCacheOnLeave = true;
+ public bool DeleteNullProperties = false;
+
+ [Header("Room Options UI")]
+ public IntInputField PlayerTtlField;
+ public IntInputField EmptyRoomTtlField;
+ public IntInputField MaxPlayersField;
+ public StringInputField PluginsField;
+ public BoolInputField PublishUserIdField;
+ public BoolInputField IsVisibleField;
+ public BoolInputField IsOpenField;
+ public BoolInputField CleanupCacheOnLeaveField;
+ // public BoolInputField CheckUserOnJoinField;
+ public BoolInputField DeleteNullPropertiesField;
+
+ [Header("Friends Options")]
+ public FriendListView.FriendDetail[] FriendsList =
+ new FriendListView.FriendDetail[]{
+ new FriendListView.FriendDetail("Joe","Joe"),
+ new FriendListView.FriendDetail("Jane","Jane"),
+ new FriendListView.FriendDetail("Bob","Bob")
+ };
+
+ [Header("Modal window")]
+ public CanvasGroup ModalWindow;
+
+ public RegionListView RegionListView;
+ public Text RegionListLoadingFeedback;
+
+ public void Start()
+ {
+
+ Instance = this;
+
+ // doc setup
+
+ DocLinks.Language = DocLinks.Languages.English;
+ DocLinks.Product = DocLinks.Products.Pun;
+ DocLinks.Version = DocLinks.Versions.V2;
+
+ //
+
+ ModalWindow.gameObject.SetActive (false);
+
+ MaximalCanvasGroup.gameObject.SetActive(true);
+
+ this.UserIdText.text = "";
+ this.StateText.text = "";
+ this.StateText.gameObject.SetActive(true);
+ this.UserIdText.gameObject.SetActive(true);
+ this.Title.gameObject.SetActive(true);
+
+ this.ConnectingLabel.SetActive(false);
+ this.LobbyPanel.SetActive(false);
+ this.GamePanel.SetActive(false);
+
+ if (string.IsNullOrEmpty(UserId))
+ {
+ UserId = "user" + Environment.TickCount % 99; //made-up username
+ }
+
+ PlayerTtlField.SetValue(this.PlayerTtl);
+ EmptyRoomTtlField.SetValue(this.EmptyRoomTtl);
+ MaxPlayersField.SetValue(this.MaxPlayers);
+ PluginsField.SetValue(this.Plugins);
+ PublishUserIdField.SetValue(this.PublishUserId);
+ IsVisibleField.SetValue(this.IsVisible);
+ IsOpenField.SetValue(this.IsOpen);
+ CleanupCacheOnLeaveField.SetValue(this.CleanupCacheOnLeave);
+ //CheckUserOnJoinField.SetValue (this.CheckUserOnJoin);
+ DeleteNullPropertiesField.SetValue(this.DeleteNullProperties);
+
+
+
+ // prefill dropdown selection of users
+ ConnectAsDropDown.ClearOptions();
+ ConnectAsDropDown.AddOptions(FriendsList.Select(x => x.NickName).ToList());
+
+
+ // check the current network status
+
+ if (PhotonNetwork.IsConnected)
+ {
+ if (PhotonNetwork.Server == ServerConnection.GameServer)
+ {
+ this.OnJoinedRoom ();
+
+ }
+ else if (PhotonNetwork.Server == ServerConnection.MasterServer || PhotonNetwork.Server == ServerConnection.NameServer)
+ {
+
+ if (PhotonNetwork.InLobby)
+ {
+ this.OnJoinedLobby ();
+ }
+ else
+ {
+ this.OnConnectedToMaster ();
+ }
+
+ }
+ }else
+ {
+ this.SwitchToSimpleConnection();
+
+ if (!Embedded)
+ {
+ MinimizeButton.SetActive(false);
+ SwitchtoMaximalPanel();
+ }
+ else
+ {
+ this.Title.text = EmbeddedGameTitle;
+ SwitchtoMinimalPanel();
+ }
+ }
+ }
+
+ public void SwitchtoMinimalPanel()
+ {
+ MinimalCanvasGroup.gameObject.SetActive(true);
+ MaximalCanvasGroup.alpha = 0f;
+ MaximalCanvasGroup.blocksRaycasts = false;
+ MaximalCanvasGroup.interactable = false;
+ }
+
+ public void SwitchtoMaximalPanel()
+ {
+ MinimalUIEmbeddHelp.SetActive(false);
+ MinimalCanvasGroup.gameObject.SetActive(false);
+
+ MaximalCanvasGroup.alpha = 1f;
+ MaximalCanvasGroup.blocksRaycasts = true;
+ MaximalCanvasGroup.interactable = true;
+ }
+
+ public void SwitchToAdvancedConnection()
+ {
+ this.ConnectionPanel.gameObject.SetActive(false);
+ this.AdvancedConnectionPanel.gameObject.SetActive(true);
+ }
+
+ public void SwitchToSimpleConnection()
+ {
+ this.ConnectionPanel.gameObject.SetActive(true);
+ this.AdvancedConnectionPanel.gameObject.SetActive(false);
+ }
+
+ public void ToggleInfosInMinimalPanel()
+ {
+ MinimalUiInfosPanel.SetActive(!MinimalUiInfosPanel.activeSelf);
+ }
+
+ public void RequestInfosPanel(GameObject Parent)
+ {
+ if (Parent != null)
+ {
+ InfosPanel.transform.SetParent(Parent.transform, false);
+ }
+ }
+
+ public void OnUserIdSubmited(string userId)
+ {
+ this.UserId = userId;
+ this.Connect();
+ }
+
+ public void SetPlayerTtlRoomOption(int value)
+ {
+ this.PlayerTtl = value;
+ if (debug) Debug.Log("PunCockpit:PlayerTtl = " + this.PlayerTtl);
+ }
+
+ public void SetEmptyRoomTtlRoomOption(int value)
+ {
+ this.EmptyRoomTtl = value;
+ if (debug) Debug.Log("PunCockpit:EmptyRoomTtl = " + this.EmptyRoomTtl);
+ }
+
+ public void SetMaxPlayersRoomOption(int value)
+ {
+ this.MaxPlayers = value;
+ if (debug) Debug.Log("PunCockpit:MaxPlayers = " + this.MaxPlayers);
+ }
+
+ public void SetPluginsRoomOption(string value)
+ {
+ this.Plugins = value;
+ if (debug) Debug.Log("PunCockpit:Plugins = " + this.Plugins);
+ }
+
+ public void SetPublishUserId(bool value)
+ {
+ this.PublishUserId = value;
+ if (debug) Debug.Log("PunCockpit:PublishUserId = " + this.PublishUserId);
+ }
+
+ public void SetIsVisible(bool value)
+ {
+ this.IsVisible = value;
+ if (debug) Debug.Log("PunCockpit:IsVisible = " + this.IsVisible);
+ }
+
+ public void SetIsOpen(bool value)
+ {
+ this.IsOpen = value;
+ if (debug) Debug.Log("PunCockpit:IsOpen = " + this.IsOpen);
+ }
+
+ // public void SetCheckUserOnJoin(bool value)
+ // {
+ // this.CheckUserOnJoin = value;
+ // Debug.Log ("CheckUserOnJoin = " + this.CheckUserOnJoin);
+ // }
+
+ public void SetResetBestRegionCodeInPreferences(bool value)
+ {
+ this.ResetBestRegionCodeInPreferences = value;
+ if (debug) Debug.Log("PunCockpit:ResetBestRegionCodeInPreferences = " + this.ResetBestRegionCodeInPreferences);
+ }
+
+ public void SetCleanupCacheOnLeave(bool value)
+ {
+ this.CleanupCacheOnLeave = value;
+ if (debug) Debug.Log("PunCockpit:CleanupCacheOnLeave = " + this.CleanupCacheOnLeave);
+ }
+
+ public void SetDeleteNullProperties(bool value)
+ {
+ this.DeleteNullProperties = value;
+ if (debug) Debug.Log("PunCockpit:DeleteNullProperties = " + this.DeleteNullProperties);
+ }
+
+ LoadBalancingClient _lbc;
+ bool _regionPingProcessActive;
+ List<Region> RegionsList;
+
+ /// <summary>
+ /// in progress, not fully working
+ /// </summary>
+ public void PingRegions()
+ {
+ ModalWindow.gameObject.SetActive (true);
+
+ RegionListLoadingFeedback.text = "Connecting to NameServer...";
+ _regionPingProcessActive = true;
+ if (debug) Debug.Log("PunCockpit:PingRegions:ConnectToNameServer");
+
+
+ _lbc = new LoadBalancingClient();
+
+ _lbc.AddCallbackTarget(this);
+
+
+ _lbc.StateChanged += OnStateChanged;
+
+ _lbc.AppId = PhotonNetwork.PhotonServerSettings.AppSettings.AppIdRealtime;
+ _lbc.ConnectToNameServer ();
+
+ }
+
+ void Update()
+ {
+ if (_lbc!=null) _lbc.Service();
+
+ if (RegionsList !=null)
+ {
+ if (this.ModalWindow.gameObject.activeInHierarchy) {
+
+ if (PunCockpit.Instance.debug) Debug.Log("PunCockpit:OnRegionsPinged");
+
+ this.RegionListView.OnRegionListUpdate (RegionsList);
+ }
+
+ _lbc = null;
+
+ RegionListLoadingFeedback.text = string.Empty;
+
+ RegionsList = null;
+ }
+ }
+
+
+ void OnStateChanged(ClientState previousState, ClientState state)
+ {
+ if (state == ClientState.ConnectedToNameServer) {
+ _lbc.StateChanged -= this.OnStateChanged;
+
+ if (debug) Debug.Log("PunCockpit:OnStateChanged: ClientState.ConnectedToNameServer. Waiting for OnRegionListReceived callback.");
+
+ RegionListLoadingFeedback.text = "Waiting for application Region List...";
+ }
+ }
+
+ public override void OnRegionListReceived(RegionHandler regionHandler)
+ {
+ if (PunCockpit.Instance.debug)
+ Debug.Log ("PunCockpit:OnRegionListReceived: " + regionHandler);
+
+ if (_regionPingProcessActive)
+ {
+ RegionListLoadingFeedback.text = "Pinging Regions...";
+ _regionPingProcessActive = false;
+ regionHandler.PingMinimumOfRegions (OnRegionsPinged, null);
+ }
+ }
+
+
+ private void OnRegionsPinged(RegionHandler regionHandler)
+ {
+ RegionsList = regionHandler.EnabledRegions.OrderBy(x=>x.Ping).ToList();
+ // will check this on Update() to get back to the main thread.
+
+ }
+
+ public void CloseRegionListView()
+ {
+
+ RegionsList = null;
+
+ if (_lbc != null) {
+ _lbc.Disconnect ();
+ _lbc = null;
+ }
+
+ _regionPingProcessActive = false;
+
+ this.RegionListView.ResetList ();
+ this.ModalWindow.gameObject.SetActive (false);
+ }
+
+ public void LoadLevel(string level)
+ {
+ if (debug) Debug.Log("PunCockpit:LoadLevel(" +level+")");
+ PhotonNetwork.LoadLevel(level);
+ }
+
+ public void SetRoomCustomProperty(string value)
+ {
+ if (debug) Debug.Log("PunCockpit:SetRoomCustomProperty() c0 = " + value);
+ PhotonNetwork.CurrentRoom.SetCustomProperties(new Hashtable() { { "C0", value } });
+ }
+
+ private string roomNameToEnter;
+
+ public void JoinRoom(string roomName)
+ {
+ this.RoomListManager.ResetList();
+ this.LobbyPanel.gameObject.SetActive(false);
+ this.ConnectingLabel.SetActive(true);
+ this.roomNameToEnter = roomName;
+ PhotonNetwork.JoinRoom(roomName);
+ }
+
+ public void CreateRoom()
+ {
+ this.CreateRoom(null, null, LobbyType.Default);
+ }
+
+ public void CreateRoom(string roomName, string lobbyName = "MyLobby", LobbyType lobbyType = LobbyType.SqlLobby, string[] expectedUsers = null)
+ {
+ if (debug) Debug.Log("PunCockpit:CreateRoom roomName:" + roomName + " lobbyName:" + lobbyName + " lobbyType:" + lobbyType + " expectedUsers:" + (expectedUsers == null ? "null" : expectedUsers.ToStringFull()));
+
+ this.RoomListManager.ResetList();
+ this.LobbyPanel.gameObject.SetActive(false);
+ this.ConnectingLabel.SetActive(true);
+
+ RoomOptions _roomOptions = this.GetRoomOptions();
+ if (debug) Debug.Log("PunCockpit:Room options <" + _roomOptions + ">");
+
+ TypedLobby sqlLobby = new TypedLobby(lobbyName, lobbyType);
+ bool _result = PhotonNetwork.CreateRoom(roomName, _roomOptions, sqlLobby, expectedUsers);
+
+ if (debug) Debug.Log("PunCockpit:CreateRoom() -> " + _result);
+
+ }
+
+ public void JoinRandomRoom()
+ {
+ PhotonNetwork.JoinRandomRoom();
+ }
+
+ public void LeaveRoom()
+ {
+ PlayerListManager.ResetList();
+ this.GamePanel.gameObject.SetActive(false);
+ this.ConnectingLabel.SetActive(true);
+
+ PhotonNetwork.LeaveRoom();
+
+ }
+
+ public void Connect()
+ {
+ this.ConnectionPanel.gameObject.SetActive(false);
+ this.AdvancedConnectionPanel.gameObject.SetActive(false);
+
+ PhotonNetwork.AuthValues = new AuthenticationValues();
+ PhotonNetwork.AuthValues.UserId = this.UserId;
+
+ this.ConnectingLabel.SetActive(true);
+
+ PhotonNetwork.ConnectUsingSettings();
+ //if (GameVersionOverride != string.Empty) {
+ // PhotonNetwork.GameVersion = "28"; // GameVersionOverride;
+ // }
+ }
+
+ public void ReConnect()
+ {
+ this.ConnectionPanel.gameObject.SetActive(false);
+ this.AdvancedConnectionPanel.gameObject.SetActive(false);
+
+ PhotonNetwork.AuthValues = new AuthenticationValues();
+ PhotonNetwork.AuthValues.UserId = this.UserId;
+
+ this.ConnectingLabel.SetActive(true);
+
+ PhotonNetwork.Reconnect();
+ }
+
+ public void ReconnectAndRejoin()
+ {
+ this.ConnectionPanel.gameObject.SetActive(false);
+ this.AdvancedConnectionPanel.gameObject.SetActive(false);
+
+ PhotonNetwork.AuthValues = new AuthenticationValues();
+ PhotonNetwork.AuthValues.UserId = this.UserId;
+
+ this.ConnectingLabel.SetActive(true);
+
+ PhotonNetwork.ReconnectAndRejoin();
+ }
+
+
+ public void ConnectToBestCloudServer()
+ {
+
+ PhotonNetwork.NetworkingClient.AppId = PhotonNetwork.PhotonServerSettings.AppSettings.AppIdRealtime;
+
+ this.ConnectionPanel.gameObject.SetActive(false);
+ this.AdvancedConnectionPanel.gameObject.SetActive(false);
+
+ PhotonNetwork.AuthValues = new AuthenticationValues();
+ PhotonNetwork.AuthValues.UserId = this.UserId;
+
+ this.ConnectingLabel.SetActive(true);
+
+ if (this.ResetBestRegionCodeInPreferences) {
+ ServerSettings.ResetBestRegionCodeInPreferences ();
+ }
+
+ PhotonNetwork.ConnectToBestCloudServer();
+ if (GameVersionOverride != string.Empty) {
+ PhotonNetwork.GameVersion = GameVersionOverride;
+ }
+ }
+
+ public void ConnectToRegion(string region)
+ {
+
+ if (debug) Debug.Log("PunCockpit:ConnectToRegion(" + region + ")");
+
+ PhotonNetwork.NetworkingClient.AppId = PhotonNetwork.PhotonServerSettings.AppSettings.AppIdRealtime;
+
+ this.ConnectionPanel.gameObject.SetActive(false);
+ this.AdvancedConnectionPanel.gameObject.SetActive(false);
+
+ PhotonNetwork.AuthValues = new AuthenticationValues();
+ PhotonNetwork.AuthValues.UserId = this.UserId;
+
+ this.ConnectingLabel.SetActive(true);
+
+ bool _result = PhotonNetwork.ConnectToRegion(region);
+
+ if (GameVersionOverride != string.Empty) {
+ PhotonNetwork.GameVersion = GameVersionOverride;
+ }
+
+ if (debug) Debug.Log("PunCockpit:ConnectToRegion(" + region + ") ->" + _result);
+ }
+
+
+
+ public void ConnectOffline()
+ {
+ if (debug) Debug.Log("PunCockpit:ConnectOffline()");
+ PhotonNetwork.OfflineMode = true;
+ }
+
+ public void JoinLobby()
+ {
+ if (debug) Debug.Log("PunCockpit:JoinLobby()");
+ bool _result = PhotonNetwork.JoinLobby();
+
+ if (!_result) {
+ Debug.LogError ("PunCockpit: Could not joinLobby");
+ }
+
+ }
+
+ public void Disconnect()
+ {
+ if (debug) Debug.Log("PunCockpit:Disconnect()");
+ PhotonNetwork.Disconnect();
+ }
+
+
+ public void OpenDashboard()
+ {
+ Application.OpenURL("https://dashboard.photonengine.com");
+ }
+
+
+ #region CONNECT UI
+ public void OnDropdownConnectAs(int dropdownIndex)
+ {
+ if (debug) Debug.Log("PunCockpit:OnDropdownConnectAs(" + dropdownIndex + ")");
+
+ this.UserId = this.FriendsList[dropdownIndex].UserId;
+ PlayerPrefs.SetString(UserIdUiForm.UserIdPlayerPref, this.UserId);
+
+ StartCoroutine(OnDropdownConnectAs_CB());
+ }
+
+ IEnumerator OnDropdownConnectAs_CB()
+ {
+ // wait for the dropdown to animate.
+ yield return new WaitForSeconds(0.2f);
+
+ this.Connect();
+ }
+
+ #endregion
+ #region IN LOBBY UI
+
+ public void OnLobbyToolsViewTabChanged(string tabId)
+ {
+ // Debug.Log("PunCockpit:OnLobbyToolsViewTabChanged("+tabId+")");
+ }
+
+
+ #endregion
+
+ #region IN ROOM UI
+
+ public void OnSelectPlayer()
+ {
+
+ }
+
+ #endregion
+
+ #region PUN CallBacks
+
+ public override void OnConnected()
+ {
+ if (debug) Debug.Log("PunCockpit:OnConnected()");
+
+ this.ConnectingLabel.SetActive(false);
+
+ this.UserIdText.text = "UserId:" + this.UserId + " Nickname:" + PhotonNetwork.NickName;
+ }
+
+ public override void OnDisconnected(DisconnectCause cause)
+ {
+ if (debug) Debug.Log("PunCockpit:OnDisconnected("+cause+")");
+
+ this.ConnectingLabel.SetActive(false);
+ this.UserIdText.text = string.Empty;
+ this.StateText.text = string.Empty;
+
+ this.GamePanel.gameObject.SetActive(false);
+ this.LobbyPanel.gameObject.SetActive(false);
+ this.ConnectionPanel.gameObject.SetActive(true);
+
+ }
+
+ public override void OnConnectedToMaster()
+ {
+ if (debug) Debug.Log("PunCockpit:OnConnectedToMaster()");
+
+
+ this.StateText.text = "Connected to Master" + (PhotonNetwork.OfflineMode ? " <Color=Red><b>Offline</b></color>" : "");
+
+ this.SetUpLobbyGenericUI();
+ }
+
+ public override void OnJoinedLobby()
+ {
+ this.StateText.text = "Connected to Lobby";
+
+ if (debug) Debug.Log("PunCockpit:OnJoinedLobby()");
+ this.SetUpLobbyGenericUI();
+ }
+
+ void SetUpLobbyGenericUI()
+ {
+ this.ConnectingLabel.gameObject.SetActive(false);
+ this.AdvancedConnectionPanel.gameObject.SetActive(false);
+ this.LobbyPanel.gameObject.SetActive(true);
+ this.RoomListManager.OnJoinedLobbyCallBack();
+ this.FriendListManager.SetFriendDetails(this.FriendsList);
+
+ JoinLobbyButton.interactable = !PhotonNetwork.InLobby && !PhotonNetwork.OfflineMode;
+
+
+ RoomListManager.gameObject.SetActive(!PhotonNetwork.OfflineMode);
+ FriendListManager.gameObject.SetActive(!PhotonNetwork.OfflineMode);
+
+ RoomListMatchMakingForm.SetActive(!PhotonNetwork.InLobby);
+ }
+
+ public override void OnRoomPropertiesUpdate(Hashtable propertiesThatChanged)
+ {
+ if (debug) Debug.Log("PunCockpit:OnRoomPropertiesUpdate() " + propertiesThatChanged.ToStringFull());
+
+ if (propertiesThatChanged.ContainsKey("C0"))
+ {
+ RoomCustomPropertyInputfield.text = propertiesThatChanged["C0"].ToString();
+ }
+ }
+
+ public override void OnLeftLobby()
+ {
+ if (debug) Debug.Log("PunCockpit:OnLeftLobby()");
+
+ this.RoomListManager.ResetList();
+ this.LobbyPanel.gameObject.SetActive(false);
+ }
+
+ public override void OnCreateRoomFailed(short returnCode, string message)
+ {
+ if (debug) Debug.Log("PunCockpit:OnCreateRoomFailed(" + returnCode + "," + message + ")");
+ }
+
+ public override void OnJoinRandomFailed(short returnCode, string message)
+ {
+ if (debug) Debug.Log("PunCockpit:OnJoinRandomFailed(" + returnCode + "," + message + ")");
+ }
+
+ public override void OnJoinedRoom()
+ {
+
+ this.StateText.text = "Connected to GameServer " + (PhotonNetwork.OfflineMode ? " <Color=Red><b>Offline</b></color>" : "");
+
+
+ if (debug) Debug.Log("PunCockpit:OnJoinedRoom()");
+
+ this.ConnectingLabel.gameObject.SetActive(false);
+
+ this.PlayerListManager.ResetList();
+
+ this.GamePanel.gameObject.SetActive(true);
+
+ this.PlayerDetailsManager.SetPlayerTarget(PhotonNetwork.LocalPlayer);
+
+ }
+
+ public override void OnJoinRoomFailed(short returnCode, string message)
+ {
+ switch (returnCode)
+ {
+ case ErrorCode.JoinFailedFoundInactiveJoiner:
+ if (!string.IsNullOrEmpty(this.roomNameToEnter))
+ {
+ PhotonNetwork.RejoinRoom(this.roomNameToEnter);
+ this.roomNameToEnter = null;
+ }
+ break;
+ }
+ }
+
+ public override void OnLeftRoom()
+ {
+ if (debug) Debug.Log("PunCockpit:OnLeftRoom()");
+ this.GamePanel.gameObject.SetActive(false);
+
+ if (PhotonNetwork.OfflineMode)
+ {
+ this.ConnectingLabel.gameObject.SetActive(false);
+ this.ConnectionPanel.gameObject.SetActive (true);
+ }
+ }
+
+ #endregion
+
+
+ RoomOptions GetRoomOptions()
+ {
+ RoomOptions _roomOptions = new RoomOptions();
+
+ _roomOptions.MaxPlayers = (byte)this.MaxPlayers;
+
+ _roomOptions.IsOpen = this.IsOpen;
+
+ _roomOptions.IsVisible = this.IsVisible;
+
+ _roomOptions.EmptyRoomTtl = this.EmptyRoomTtl;
+
+ _roomOptions.PlayerTtl = this.PlayerTtl;
+
+ _roomOptions.PublishUserId = this.PublishUserId;
+
+ _roomOptions.CleanupCacheOnLeave = this.CleanupCacheOnLeave;
+ _roomOptions.DeleteNullProperties = this.DeleteNullProperties;
+
+ _roomOptions.CustomRoomProperties = new ExitGames.Client.Photon.Hashtable() { { "C0", "Hello" } };
+ _roomOptions.CustomRoomPropertiesForLobby = new string[] { "C0" };
+
+
+ return _roomOptions;
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/PunCockpit.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/PunCockpit.cs.meta
new file mode 100644
index 0000000..b1e0246
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/PunCockpit.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: f65282626d77d47738989d339cb4f3ff
+timeCreated: 1527164509
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts.meta
new file mode 100644
index 0000000..e68af8b
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: a2a025fd6ea894647ad6404f32fa2b5e
+folderAsset: yes
+timeCreated: 1524225548
+licenseType: Store
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI.meta
new file mode 100644
index 0000000..3a813f4
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 474af3605718d36449f5dbe2c9ecdb8c
+folderAsset: yes
+timeCreated: 1515418582
+licenseType: Store
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/AutoSyncSceneToggle.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/AutoSyncSceneToggle.cs
new file mode 100644
index 0000000..87b26e2
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/AutoSyncSceneToggle.cs
@@ -0,0 +1,61 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="AutoSyncSceneToggle.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit Demo
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+using UnityEngine.UI;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// PhotonNetwork.AutomaticallySyncScene UI Toggle
+ /// </summary>
+ [RequireComponent(typeof(Toggle))]
+ public class AutoSyncSceneToggle : MonoBehaviour
+ {
+ Toggle _toggle;
+
+ bool registered;
+
+ // Use this for initialization
+ void OnEnable()
+ {
+
+ _toggle = GetComponent<Toggle>();
+
+ if (!registered)
+ {
+ registered = true;
+ _toggle.onValueChanged.AddListener(ToggleValue);
+ }
+ }
+
+ void OnDisable()
+ {
+ if (_toggle != null)
+ {
+ registered = false;
+ _toggle.onValueChanged.RemoveListener(ToggleValue);
+ }
+ }
+
+ void Update()
+ {
+
+ if (PhotonNetwork.AutomaticallySyncScene != _toggle.isOn)
+ {
+ _toggle.isOn = PhotonNetwork.AutomaticallySyncScene;
+ }
+ }
+
+
+ public void ToggleValue(bool value)
+ {
+ PhotonNetwork.AutomaticallySyncScene = value;
+ //Debug.Log("PhotonNetwork.CrcCheckEnabled = " + PhotonNetwork.CrcCheckEnabled, this);
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/AutoSyncSceneToggle.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/AutoSyncSceneToggle.cs.meta
new file mode 100644
index 0000000..a49edc4
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/AutoSyncSceneToggle.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 345270254ed7b49e89ce5662ca70a091
+timeCreated: 1538567993
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/BackgroundTimeOutField.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/BackgroundTimeOutField.cs
new file mode 100644
index 0000000..0e923c6
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/BackgroundTimeOutField.cs
@@ -0,0 +1,68 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="BackgroundTimeOutField.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit Demo
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+using UnityEngine.UI;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// PhotonNetwork.BackgroundTimeout UI InputField.
+ /// </summary>
+ public class BackgroundTimeOutField : MonoBehaviour
+ {
+ public InputField PropertyValueInput;
+
+ float _cache;
+
+ bool registered;
+
+ void OnEnable()
+ {
+ if (!registered)
+ {
+ registered = true;
+ PropertyValueInput.onEndEdit.AddListener(OnEndEdit);
+ }
+ }
+
+ void OnDisable()
+ {
+ registered = false;
+ PropertyValueInput.onEndEdit.RemoveListener(OnEndEdit);
+ }
+
+ void Update()
+ {
+ if (PhotonNetwork.KeepAliveInBackground != _cache)
+ {
+ _cache = PhotonNetwork.KeepAliveInBackground;
+ PropertyValueInput.text = _cache.ToString("F1");
+ }
+ }
+
+ // new UI will fire "EndEdit" event also when loosing focus. So check "enter" key and only then StartChat.
+ public void OnEndEdit(string value)
+ {
+ if (Input.GetKey(KeyCode.Return) || Input.GetKey(KeyCode.KeypadEnter) || Input.GetKey(KeyCode.Tab))
+ {
+ this.SubmitForm(value.Trim());
+ }
+ else
+ {
+ this.SubmitForm(value);
+ }
+ }
+
+ public void SubmitForm(string value)
+ {
+ _cache = float.Parse(value);
+ PhotonNetwork.KeepAliveInBackground = _cache;
+ //Debug.Log("PhotonNetwork.BackgroundTimeout = " + PhotonNetwork.BackgroundTimeout, this);
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/BackgroundTimeOutField.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/BackgroundTimeOutField.cs.meta
new file mode 100644
index 0000000..568e402
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/BackgroundTimeOutField.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 44aff3084c8664497aa6048e66e71a7c
+timeCreated: 1519126771
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/CrcCheckToggle.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/CrcCheckToggle.cs
new file mode 100644
index 0000000..093a7da
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/CrcCheckToggle.cs
@@ -0,0 +1,61 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="CrcCheckToggle.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit Demo
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+using UnityEngine.UI;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// PhotonNetwork.CrcCheckEnabled UI Toggle
+ /// </summary>
+ [RequireComponent(typeof(Toggle))]
+ public class CrcCheckToggle : MonoBehaviour
+ {
+ Toggle _toggle;
+
+ bool registered;
+
+ // Use this for initialization
+ void OnEnable()
+ {
+
+ _toggle = GetComponent<Toggle>();
+
+ if (!registered)
+ {
+ registered = true;
+ _toggle.onValueChanged.AddListener(ToggleValue);
+ }
+ }
+
+ void OnDisable()
+ {
+ if (_toggle != null)
+ {
+ registered = false;
+ _toggle.onValueChanged.RemoveListener(ToggleValue);
+ }
+ }
+
+ void Update()
+ {
+
+ if (PhotonNetwork.CrcCheckEnabled != _toggle.isOn)
+ {
+ _toggle.isOn = PhotonNetwork.CrcCheckEnabled;
+ }
+ }
+
+
+ public void ToggleValue(bool value)
+ {
+ PhotonNetwork.CrcCheckEnabled = value;
+ //Debug.Log("PhotonNetwork.CrcCheckEnabled = " + PhotonNetwork.CrcCheckEnabled, this);
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/CrcCheckToggle.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/CrcCheckToggle.cs.meta
new file mode 100644
index 0000000..1db89bf
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/CrcCheckToggle.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: ac5f2e2d5fa8e4143ab9b97b523d3990
+timeCreated: 1519127346
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/CurrentRoom.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/CurrentRoom.meta
new file mode 100644
index 0000000..731d984
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/CurrentRoom.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 44872d445f2594fbeb2bd8fba90f1f08
+folderAsset: yes
+timeCreated: 1559569017
+licenseType: Store
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/CurrentRoom/CurrentRoomIsOpenToggle.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/CurrentRoom/CurrentRoomIsOpenToggle.cs
new file mode 100644
index 0000000..bd8d161
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/CurrentRoom/CurrentRoomIsOpenToggle.cs
@@ -0,0 +1,66 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="PhotonNetwork.CurrentRoom.IsOpen.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit Demo
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+using UnityEngine.EventSystems;
+using UnityEngine.UI;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// PhotonNetwork.CurrentRoom.IsOpen UI Toggle
+ /// </summary>
+ [RequireComponent(typeof(Toggle))]
+ public class CurrentRoomIsOpenToggle : MonoBehaviour, IPointerClickHandler
+ {
+ Toggle _toggle;
+
+
+ // Use this for initialization
+ void OnEnable()
+ {
+ _toggle = GetComponent<Toggle>();
+ }
+
+ void Update()
+ {
+
+ if (PhotonNetwork.CurrentRoom == null && _toggle.interactable)
+ {
+ _toggle.interactable = false;
+
+ }
+ else if (PhotonNetwork.CurrentRoom != null && !_toggle.interactable)
+ {
+ _toggle.interactable = true;
+ }
+
+ if (PhotonNetwork.CurrentRoom!=null && PhotonNetwork.CurrentRoom.IsOpen != _toggle.isOn)
+ {
+ Debug.Log("Update toggle : PhotonNetwork.CurrentRoom.IsOpen = " + PhotonNetwork.CurrentRoom.IsOpen, this);
+ _toggle.isOn = PhotonNetwork.CurrentRoom.IsOpen;
+ }
+ }
+
+
+ public void ToggleValue(bool value)
+ {
+ if (PhotonNetwork.CurrentRoom != null)
+ {
+ Debug.Log("PhotonNetwork.CurrentRoom.IsOpen = " + value, this);
+ PhotonNetwork.CurrentRoom.IsOpen = value;
+ }
+
+
+ }
+
+ public void OnPointerClick(PointerEventData eventData)
+ {
+ ToggleValue(_toggle.isOn);
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/CurrentRoom/CurrentRoomIsOpenToggle.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/CurrentRoom/CurrentRoomIsOpenToggle.cs.meta
new file mode 100644
index 0000000..0087a5e
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/CurrentRoom/CurrentRoomIsOpenToggle.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: fa1f9506beac441fa984720f2b92a92a
+timeCreated: 1559569034
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/CurrentRoom/CurrentRoomIsVisibleToggle.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/CurrentRoom/CurrentRoomIsVisibleToggle.cs
new file mode 100644
index 0000000..ff11fda
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/CurrentRoom/CurrentRoomIsVisibleToggle.cs
@@ -0,0 +1,65 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="CurrentRoomIsVisibleToggle.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit Demo
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+using UnityEngine.EventSystems;
+using UnityEngine.UI;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// PhotonNetwork.CurrentRoom.IsVisible UI Toggle
+ /// </summary>
+ [RequireComponent(typeof(Toggle))]
+ public class CurrentRoomIsVisibleToggle : MonoBehaviour, IPointerClickHandler
+ {
+ Toggle _toggle;
+
+
+ // Use this for initialization
+ void OnEnable()
+ {
+ _toggle = GetComponent<Toggle>();
+ }
+
+ void Update()
+ {
+ if (PhotonNetwork.CurrentRoom == null && _toggle.interactable)
+ {
+ _toggle.interactable = false;
+
+ }
+ else if (PhotonNetwork.CurrentRoom != null && !_toggle.interactable)
+ {
+ _toggle.interactable = true;
+ }
+
+ if (PhotonNetwork.CurrentRoom!=null && PhotonNetwork.CurrentRoom.IsVisible != _toggle.isOn)
+ {
+ Debug.Log("Update toggle : PhotonNetwork.CurrentRoom.IsVisible = " + PhotonNetwork.CurrentRoom.IsVisible, this);
+ _toggle.isOn = PhotonNetwork.CurrentRoom.IsVisible;
+ }
+ }
+
+
+ public void ToggleValue(bool value)
+ {
+ if (PhotonNetwork.CurrentRoom != null)
+ {
+ Debug.Log("PhotonNetwork.CurrentRoom.IsVisible = " + value, this);
+ PhotonNetwork.CurrentRoom.IsVisible = value;
+ }
+
+
+ }
+
+ public void OnPointerClick(PointerEventData eventData)
+ {
+ ToggleValue(_toggle.isOn);
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/CurrentRoom/CurrentRoomIsVisibleToggle.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/CurrentRoom/CurrentRoomIsVisibleToggle.cs.meta
new file mode 100644
index 0000000..cf9993b
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/CurrentRoom/CurrentRoomIsVisibleToggle.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: d221ad35d6c3f4da9b735a5e819ed1d3
+timeCreated: 1559569034
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/DocLinkButton.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/DocLinkButton.cs
new file mode 100644
index 0000000..d74b7e4
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/DocLinkButton.cs
@@ -0,0 +1,33 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="DocLinkButton.cs" company="Exit Games GmbH">
+// Part of: Pun demos
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using Photon.Pun.Demo.Shared;
+using UnityEngine;
+using UnityEngine.EventSystems;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// Open an Url on Pointer Click.
+ /// </summary>
+ public class DocLinkButton : MonoBehaviour, IPointerClickHandler
+ {
+ public DocLinks.DocTypes Type = DocLinks.DocTypes.Doc;
+
+ public string Reference = "getting-started/pun-intro";
+
+
+ // Just so that Unity expose the enable Check Box inside the Component Inspector Header.
+ public void Start(){}
+
+ //Detect if a click occurs
+ public void OnPointerClick(PointerEventData pointerEventData)
+ {
+ Application.OpenURL(DocLinks.GetLink(Type,Reference));
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/DocLinkButton.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/DocLinkButton.cs.meta
new file mode 100644
index 0000000..75b647f
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/DocLinkButton.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 09b634200c91b4206aa56038f7647fb5
+timeCreated: 1530884945
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/GameVersionField.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/GameVersionField.cs
new file mode 100644
index 0000000..88a5583
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/GameVersionField.cs
@@ -0,0 +1,68 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="GameVersionField.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+using UnityEngine.UI;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// Game version field.
+ /// </summary>
+ public class GameVersionField : MonoBehaviour
+ {
+ public InputField PropertyValueInput;
+
+ private string _cache;
+
+ private bool registered;
+
+ private void OnEnable()
+ {
+ if (!this.registered)
+ {
+ this.registered = true;
+ this.PropertyValueInput.onEndEdit.AddListener(this.OnEndEdit);
+ }
+ }
+
+ private void OnDisable()
+ {
+ this.registered = false;
+ this.PropertyValueInput.onEndEdit.RemoveListener(this.OnEndEdit);
+ }
+
+ private void Update()
+ {
+ if (PhotonNetwork.PhotonServerSettings.AppSettings.AppVersion != this._cache)
+ {
+ this._cache = PhotonNetwork.PhotonServerSettings.AppSettings.AppVersion;
+ this.PropertyValueInput.text = this._cache;
+ }
+ }
+
+ // new UI will fire "EndEdit" event also when loosing focus. So check "enter" key and only then submit form.
+ public void OnEndEdit(string value)
+ {
+ if (Input.GetKey(KeyCode.Return) || Input.GetKey(KeyCode.KeypadEnter) || Input.GetKey(KeyCode.Tab))
+ {
+ this.SubmitForm(value.Trim());
+ }
+ else
+ {
+ this.SubmitForm(value);
+ }
+ }
+
+ public void SubmitForm(string value)
+ {
+ this._cache = value;
+ PunCockpit.Instance.GameVersionOverride = this._cache;
+ //Debug.Log("PunCockpit.GameVersionOverride = " + PunCockpit.Instance.GameVersionOverride, this);
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/GameVersionField.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/GameVersionField.cs.meta
new file mode 100644
index 0000000..b2ec213
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/GameVersionField.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 74b76e97b5bf042e3b0a981241bce379
+timeCreated: 1524053508
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/Generic.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/Generic.meta
new file mode 100644
index 0000000..4649935
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/Generic.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: c6ff6c1b4167dd340a8b3aaae892b377
+folderAsset: yes
+timeCreated: 1519216796
+licenseType: Store
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/Generic/BoolInputField.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/Generic/BoolInputField.cs
new file mode 100644
index 0000000..b603410
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/Generic/BoolInputField.cs
@@ -0,0 +1,54 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="CrcCheckToggle.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit Demo
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+using UnityEngine.UI;
+using UnityEngine.Events;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// Boolean UI UI Toggle input.
+ /// </summary>
+ public class BoolInputField : MonoBehaviour
+ {
+ public Toggle PropertyValueInput;
+
+ [System.Serializable]
+ public class OnSubmitEvent : UnityEvent<bool> { }
+
+ public OnSubmitEvent OnSubmit;
+
+ bool registered;
+
+ void OnEnable()
+ {
+ if (!registered)
+ {
+ registered = true;
+ PropertyValueInput.onValueChanged.AddListener(OnValueChanged);
+ }
+ }
+
+ void OnDisable()
+ {
+ registered = false;
+ PropertyValueInput.onValueChanged.RemoveListener(OnValueChanged);
+ }
+
+ void OnValueChanged(bool value)
+ {
+ OnSubmit.Invoke(PropertyValueInput.isOn);
+ }
+
+ public void SetValue(bool value)
+ {
+ PropertyValueInput.isOn = value;
+ }
+
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/Generic/BoolInputField.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/Generic/BoolInputField.cs.meta
new file mode 100644
index 0000000..b3b4375
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/Generic/BoolInputField.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 0d7694afd58e94f988b7b524da7b97b9
+timeCreated: 1519218811
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/Generic/IntInputField.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/Generic/IntInputField.cs
new file mode 100644
index 0000000..8f3664a
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/Generic/IntInputField.cs
@@ -0,0 +1,67 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="CrcCheckToggle.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit Demo
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+using UnityEngine.UI;
+using UnityEngine.Events;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// Int UI InputField.
+ /// </summary>
+ public class IntInputField : MonoBehaviour
+ {
+ public InputField PropertyValueInput;
+
+ [System.Serializable]
+ public class OnSubmitEvent : UnityEvent<int> { }
+
+ public OnSubmitEvent OnSubmit;
+
+ bool registered;
+
+ void OnEnable()
+ {
+ if (!registered)
+ {
+ registered = true;
+ PropertyValueInput.onEndEdit.AddListener(EndEditOnEnter);
+ }
+ }
+
+ void OnDisable()
+ {
+ registered = false;
+ PropertyValueInput.onEndEdit.RemoveListener(EndEditOnEnter);
+ }
+
+ public void SetValue(int value)
+ {
+ PropertyValueInput.text = value.ToString();
+ }
+
+ public void EndEditOnEnter(string value)
+ {
+ if (Input.GetKey(KeyCode.Return) || Input.GetKey(KeyCode.KeypadEnter) || Input.GetKey(KeyCode.Tab))
+ {
+ this.SubmitForm(value.Trim());
+ }
+ else
+ {
+ this.SubmitForm(value);
+ }
+ }
+
+ public void SubmitForm(string value)
+ {
+ int _value = 0;
+ int.TryParse(value, out _value);
+ OnSubmit.Invoke(_value);
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/Generic/IntInputField.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/Generic/IntInputField.cs.meta
new file mode 100644
index 0000000..3fb121c
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/Generic/IntInputField.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: bd06272cdb8d849f0ab251f0678c9eca
+timeCreated: 1518011577
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/Generic/StringInputField.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/Generic/StringInputField.cs
new file mode 100644
index 0000000..dbd22b6
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/Generic/StringInputField.cs
@@ -0,0 +1,65 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="StringInputField.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit Demo
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+using UnityEngine.UI;
+using UnityEngine.Events;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// String UI InputField.
+ /// </summary>
+ public class StringInputField : MonoBehaviour
+ {
+ public InputField PropertyValueInput;
+
+ [System.Serializable]
+ public class OnSubmitEvent : UnityEvent<string> { }
+
+ public OnSubmitEvent OnSubmit;
+
+ bool registered;
+
+ void OnEnable()
+ {
+ if (!registered)
+ {
+ registered = true;
+ PropertyValueInput.onEndEdit.AddListener(EndEditOnEnter);
+ }
+ }
+
+ void OnDisable()
+ {
+ registered = false;
+ PropertyValueInput.onEndEdit.RemoveListener(EndEditOnEnter);
+ }
+
+ public void SetValue(string value)
+ {
+ PropertyValueInput.text = value.ToString();
+ }
+
+ public void EndEditOnEnter(string value)
+ {
+ if (Input.GetKey(KeyCode.Return) || Input.GetKey(KeyCode.KeypadEnter) || Input.GetKey(KeyCode.Tab))
+ {
+ this.SubmitForm(value.Trim());
+ }
+ else
+ {
+ this.SubmitForm(value);
+ }
+ }
+
+ public void SubmitForm(string value)
+ {
+ OnSubmit.Invoke(value);
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/Generic/StringInputField.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/Generic/StringInputField.cs.meta
new file mode 100644
index 0000000..6ccb930
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/Generic/StringInputField.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: e02d5b184c20e43ebba343cc89e35962
+timeCreated: 1519216710
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/Generic/ToggleExpand.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/Generic/ToggleExpand.cs
new file mode 100644
index 0000000..7390fb3
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/Generic/ToggleExpand.cs
@@ -0,0 +1,45 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="ToggleExpand.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit Demo
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+using UnityEngine.UI;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// UI toggle to activate GameObject.
+ /// </summary>
+ public class ToggleExpand : MonoBehaviour
+ {
+ public GameObject Content;
+
+ public Toggle Toggle;
+
+ bool _init;
+
+ void OnEnable()
+ {
+ Content.SetActive(Toggle.isOn);
+
+ if (!_init)
+ {
+ _init = true;
+ Toggle.onValueChanged.AddListener(HandleToggleOnValudChanged);
+ }
+
+ HandleToggleOnValudChanged(Toggle.isOn);
+
+ }
+
+
+ void HandleToggleOnValudChanged(bool value)
+ {
+ Content.SetActive(value);
+ }
+
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/Generic/ToggleExpand.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/Generic/ToggleExpand.cs.meta
new file mode 100644
index 0000000..6f3bf53
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/Generic/ToggleExpand.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 50b3f63970a204e72b36153eb93684bf
+timeCreated: 1525954565
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/LayoutElementMatchSize.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/LayoutElementMatchSize.cs
new file mode 100644
index 0000000..c06de0f
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/LayoutElementMatchSize.cs
@@ -0,0 +1,40 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="LayoutElementMatchSize.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit Demo
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+using UnityEngine.UI;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// Force a LayoutElement to march a RectTransform sizeDelta. Useful for complex child content
+ /// </summary>
+ public class LayoutElementMatchSize : MonoBehaviour
+ {
+
+ public LayoutElement layoutElement;
+ public RectTransform Target;
+
+
+ public bool MatchHeight = true;
+ public bool MatchWidth;
+
+
+ void Update()
+ {
+
+ if (MatchHeight)
+ {
+ if (layoutElement.minHeight != Target.sizeDelta.y)
+ {
+ layoutElement.minHeight = Target.sizeDelta.y;
+ }
+ }
+
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/LayoutElementMatchSize.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/LayoutElementMatchSize.cs.meta
new file mode 100644
index 0000000..5b14d17
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/LayoutElementMatchSize.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 3ec618017b87f49b4a2bfc6a0a0bff3d
+timeCreated: 1526042927
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/NickNameField.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/NickNameField.cs
new file mode 100644
index 0000000..3ae96ea
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/NickNameField.cs
@@ -0,0 +1,68 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="NickNameField.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit Demo
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+using UnityEngine.UI;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// Nickname InputField.
+ /// </summary>
+ public class NickNameField : MonoBehaviour
+ {
+ public InputField PropertyValueInput;
+
+ string _cache;
+
+ bool registered;
+
+ void OnEnable()
+ {
+ if (!registered)
+ {
+ registered = true;
+ PropertyValueInput.onEndEdit.AddListener(OnEndEdit);
+ }
+ }
+
+ void OnDisable()
+ {
+ registered = false;
+ PropertyValueInput.onEndEdit.RemoveListener(OnEndEdit);
+ }
+
+ void Update()
+ {
+ if (PhotonNetwork.NickName != _cache)
+ {
+ _cache = PhotonNetwork.NickName;
+ PropertyValueInput.text = _cache;
+ }
+ }
+
+ // new UI will fire "EndEdit" event also when loosing focus. So check "enter" key and only then submit form.
+ public void OnEndEdit(string value)
+ {
+ if (Input.GetKey(KeyCode.Return) || Input.GetKey(KeyCode.KeypadEnter) || Input.GetKey(KeyCode.Tab))
+ {
+ this.SubmitForm(value.Trim());
+ }
+ else
+ {
+ this.SubmitForm(value);
+ }
+ }
+
+ public void SubmitForm(string value)
+ {
+ _cache = value;
+ PhotonNetwork.NickName = _cache;
+ //Debug.Log("PhotonNetwork.NickName = " + PhotonNetwork.NickName, this);
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/NickNameField.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/NickNameField.cs.meta
new file mode 100644
index 0000000..87109fe
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/NickNameField.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: ea425f69fa0f244a79a3514a6d64cab2
+timeCreated: 1521548922
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/OnlineDocButton.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/OnlineDocButton.cs
new file mode 100644
index 0000000..2a8242b
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/OnlineDocButton.cs
@@ -0,0 +1,27 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="OnlineDocButton.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit Demo
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+using UnityEngine.EventSystems;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// Open an Url on Pointer Click.
+ /// </summary>
+ public class OnlineDocButton : MonoBehaviour, IPointerClickHandler
+ {
+ public string Url = "https://doc.photonengine.com/en-us/pun/v2/getting-started/pun-intro";
+
+ //Detect if a click occurs
+ public void OnPointerClick(PointerEventData pointerEventData)
+ {
+ Application.OpenURL(Url);
+ }
+
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/OnlineDocButton.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/OnlineDocButton.cs.meta
new file mode 100644
index 0000000..b537adc
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/OnlineDocButton.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 738f2e2e03bb948949a9823e60ee65d5
+timeCreated: 1519212778
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/SendRateField.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/SendRateField.cs
new file mode 100644
index 0000000..62c78f4
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/SendRateField.cs
@@ -0,0 +1,70 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="SendRateField.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit Demo
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+using UnityEngine.UI;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// PhotonNetwork.SendRate InputField.
+ /// </summary>
+ public class SendRateField : MonoBehaviour
+ {
+
+ public InputField PropertyValueInput;
+
+ int _cache;
+
+ bool registered;
+
+ void OnEnable()
+ {
+ if (!registered)
+ {
+ registered = true;
+ PropertyValueInput.onEndEdit.AddListener(OnEndEdit);
+ }
+ }
+
+ void OnDisable()
+ {
+ registered = false;
+ PropertyValueInput.onEndEdit.RemoveListener(OnEndEdit);
+ }
+
+ void Update()
+ {
+ if (PhotonNetwork.SendRate != _cache)
+ {
+ _cache = PhotonNetwork.SendRate;
+ PropertyValueInput.text = _cache.ToString();
+ }
+ }
+
+ // new UI will fire "EndEdit" event also when loosing focus. So check "enter" key and only then StartChat.
+ public void OnEndEdit(string value)
+ {
+ if (Input.GetKey(KeyCode.Return) || Input.GetKey(KeyCode.KeypadEnter) || Input.GetKey(KeyCode.Tab))
+ {
+ this.SubmitForm(value.Trim());
+ }
+ else
+ {
+ this.SubmitForm(value);
+ }
+
+ }
+
+ public void SubmitForm(string value)
+ {
+ _cache = int.Parse(value);
+ PhotonNetwork.SendRate = _cache;
+ //Debug.Log("PhotonNetwork.SendRate = " + PhotonNetwork.SendRate, this);
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/SendRateField.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/SendRateField.cs.meta
new file mode 100644
index 0000000..00cd88b
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/SendRateField.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: f6ed1c2b7c01b4b3cba625a08a991c7f
+timeCreated: 1519133073
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/SendRateOnSerializeField.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/SendRateOnSerializeField.cs
new file mode 100644
index 0000000..24f00ba
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/SendRateOnSerializeField.cs
@@ -0,0 +1,69 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="SendRateOnSerializeField.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit Demo
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+using UnityEngine.UI;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// PhotonNetwork.SerializationRate InputField
+ /// </summary>
+ public class SendRateOnSerializeField : MonoBehaviour
+ {
+
+ public InputField PropertyValueInput;
+
+ int _cache;
+
+ bool registered;
+
+ void OnEnable()
+ {
+ if (!registered)
+ {
+ registered = true;
+ PropertyValueInput.onEndEdit.AddListener(OnEndEdit);
+ }
+ }
+
+ void OnDisable()
+ {
+ registered = false;
+ PropertyValueInput.onEndEdit.RemoveListener(OnEndEdit);
+ }
+
+ void Update()
+ {
+ if (PhotonNetwork.SerializationRate != _cache)
+ {
+ _cache = PhotonNetwork.SerializationRate;
+ PropertyValueInput.text = _cache.ToString();
+ }
+ }
+
+ // new UI will fire "EndEdit" event also when loosing focus. So check "enter" key and only then StartChat.
+ public void OnEndEdit(string value)
+ {
+ if (Input.GetKey(KeyCode.Return) || Input.GetKey(KeyCode.KeypadEnter) || Input.GetKey(KeyCode.Tab))
+ {
+ this.SubmitForm(value.Trim());
+ }
+ else
+ {
+ this.SubmitForm(value);
+ }
+ }
+
+ public void SubmitForm(string value)
+ {
+ _cache = int.Parse(PropertyValueInput.text);
+ PhotonNetwork.SerializationRate = _cache;
+ //Debug.Log("PhotonNetwork.SerializationRate = " + PhotonNetwork.SerializationRate, this);
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/SendRateOnSerializeField.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/SendRateOnSerializeField.cs.meta
new file mode 100644
index 0000000..da5a567
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Autonomous UI/SendRateOnSerializeField.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: e8014b533c3a148558bd8c78ceea7a5f
+timeCreated: 1519134196
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Controllers.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Controllers.meta
new file mode 100644
index 0000000..f1e7b4d
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Controllers.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 901592418674487429f301516272f6b6
+folderAsset: yes
+timeCreated: 1516282208
+licenseType: Store
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Controllers/PlayerDetailsController.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Controllers/PlayerDetailsController.cs
new file mode 100644
index 0000000..685ad7e
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Controllers/PlayerDetailsController.cs
@@ -0,0 +1,239 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="PlayerDetailsController.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using System.Collections;
+using System.Collections.Generic;
+
+using UnityEngine;
+using UnityEngine.UI;
+
+using Photon.Realtime;
+using Photon.Pun.UtilityScripts;
+using Hashtable = ExitGames.Client.Photon.Hashtable;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// Controller for the Playerdetails UI view
+ /// </summary>
+ public class PlayerDetailsController : MonoBehaviourPunCallbacks
+ {
+
+ public GameObject ContentPanel;
+ public PropertyCell PropertyCellPrototype;
+ public Text UpdateStatusText;
+
+ public Transform BuiltInPropertiesPanel;
+ public Transform PlayerNumberingExtensionPanel;
+ public Transform ScoreExtensionPanel;
+ public Transform TeamExtensionPanel;
+ public Transform TurnExtensionPanel;
+ public Transform CustomPropertiesPanel;
+
+ public GameObject MasterClientToolBar;
+
+
+
+ public GameObject NotInRoomLabel;
+
+
+ Dictionary<string, PropertyCell> builtInPropsCellList = new Dictionary<string, PropertyCell>();
+
+ Player _player;
+
+
+ void Awake()
+ {
+ this.PropertyCellPrototype.gameObject.SetActive(false);
+ }
+
+
+ public override void OnEnable()
+ {
+ base.OnEnable(); // as this inherits from MonoBehaviourPunCallbacks, we need to call base
+
+ UpdateStatusText.text = string.Empty;
+ NotInRoomLabel.SetActive(false);
+
+ PlayerNumbering.OnPlayerNumberingChanged += OnPlayerNumberingChanged;
+ }
+
+ public override void OnDisable()
+ {
+ base.OnDisable(); // as this inherits from MonoBehaviourPunCallbacks, we need to call base
+ PlayerNumbering.OnPlayerNumberingChanged -= OnPlayerNumberingChanged;
+ }
+
+
+ public void SetPlayerTarget(Player player)
+ {
+ //Debug.Log("SetPlayerTarget " + player);
+ this._player = player;
+
+ ContentPanel.SetActive(true);
+ NotInRoomLabel.SetActive(false);
+
+ this.ResetList();
+
+ foreach (DictionaryEntry item in this.GetAllPlayerBuiltIntProperties())
+ {
+ this.AddProperty(ParseKey(item.Key), item.Value.ToString(), this.BuiltInPropertiesPanel);
+ }
+
+ // PlayerNumbering extension
+ this.AddProperty("Player Number", "#" + player.GetPlayerNumber().ToString("00"), this.PlayerNumberingExtensionPanel);
+
+
+ // Score extension
+ this.AddProperty(PunPlayerScores.PlayerScoreProp, player.GetScore().ToString(), this.ScoreExtensionPanel);
+
+
+ foreach (DictionaryEntry item in _player.CustomProperties)
+ {
+ this.AddProperty(ParseKey(item.Key), item.Value.ToString(), this.CustomPropertiesPanel);
+ }
+
+ MasterClientToolBar.SetActive(PhotonNetwork.CurrentRoom.PlayerCount>1 && PhotonNetwork.LocalPlayer.IsMasterClient);
+ }
+
+ void AddProperty(string property, string value, Transform parent)
+ {
+ PropertyCell _cell = Instantiate(PropertyCellPrototype);
+ builtInPropsCellList.Add(property, _cell);
+ _cell.transform.SetParent(parent, false);
+ _cell.gameObject.SetActive(true);
+ _cell.AddToList(property, value, false);
+ }
+
+
+ string ParseKey(object key)
+ {
+ if (key.GetType() == typeof(byte))
+ {
+ byte _byteKey = (byte)key;
+
+ switch (_byteKey)
+ {
+ case (byte)255:
+ return "PlayerName";
+ case (byte)254:
+ return "Inactive";
+ case (byte)253:
+ return "UserId";
+ }
+
+ }
+ return key.ToString();
+ }
+
+ public void KickOutPlayer()
+ {
+ PhotonNetwork.CloseConnection(_player);
+ }
+
+ public void SetAsMaster()
+ {
+ PhotonNetwork.SetMasterClient(_player);
+ }
+
+ #region Photon CallBacks
+
+ public override void OnPlayerLeftRoom(Player otherPlayer)
+ {
+ NotInRoomLabel.SetActive(otherPlayer == _player);
+ ContentPanel.SetActive(otherPlayer != _player);
+ }
+
+ public override void OnMasterClientSwitched(Player newMasterClient)
+ {
+ MasterClientToolBar.SetActive(_player == newMasterClient);
+ }
+
+ public override void OnPlayerPropertiesUpdate(Player target, ExitGames.Client.Photon.Hashtable changedProps)
+ {
+ //Debug.Log("OnPlayerPropertiesUpdate " + target.ActorNumber + " " + target.ToStringFull() + " " + changedProps.ToStringFull());
+
+ //Debug.Log("_player.ID " + _player.ActorNumber);
+ if (_player.ActorNumber == target.ActorNumber)
+ {
+
+ foreach (DictionaryEntry entry in changedProps)
+ {
+ string _key = this.ParseKey(entry.Key);
+ if (this.builtInPropsCellList.ContainsKey(_key))
+ {
+ this.builtInPropsCellList[_key].UpdateInfo(entry.Value.ToString());
+ }
+ else
+ {
+ this.AddProperty(_key, entry.Value.ToString(), this.CustomPropertiesPanel);
+ }
+
+ }
+
+ }
+
+ StartCoroutine("UpdateUIPing");
+ }
+
+ #endregion
+
+
+ private void OnPlayerNumberingChanged()
+ {
+ if (_player != null)
+ { // we might be called before player is setup
+ this.builtInPropsCellList["Player Number"].UpdateInfo("#" + _player.GetPlayerNumber().ToString("00"));
+ }
+
+ }
+
+ IEnumerator UpdateUIPing()
+ {
+ UpdateStatusText.text = "Updated";
+
+ yield return new WaitForSeconds(1f);
+
+ UpdateStatusText.text = string.Empty;
+ }
+
+
+ public void ResetList()
+ {
+ foreach (KeyValuePair<string, PropertyCell> entry in builtInPropsCellList)
+ {
+ if (entry.Value != null)
+ {
+ Destroy(entry.Value.gameObject);
+ }
+ }
+
+ builtInPropsCellList = new Dictionary<string, PropertyCell>();
+ }
+
+
+ Hashtable GetAllPlayerBuiltIntProperties()
+ {
+ Hashtable allProps = new Hashtable();
+
+ if (_player != null)
+ {
+
+ allProps["ID"] = _player.ActorNumber;
+ allProps[ActorProperties.UserId] = _player.UserId != null ? _player.UserId : string.Empty;
+ allProps["NickName"] = _player.NickName != null ? _player.NickName : string.Empty;
+ allProps["IsLocal"] = _player.IsLocal;
+ allProps[ActorProperties.IsInactive] = _player.IsInactive;
+ allProps["IsMasterClient"] = _player.IsMasterClient;
+ }
+
+ Debug.Log(allProps.ToStringFull());
+
+ return allProps;
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Controllers/PlayerDetailsController.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Controllers/PlayerDetailsController.cs.meta
new file mode 100644
index 0000000..25e5536
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Controllers/PlayerDetailsController.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: a9eaa48793ddf4344b22871af0652c69
+timeCreated: 1516282139
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/InfosPanelPlaceholder.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/InfosPanelPlaceholder.cs
new file mode 100644
index 0000000..e2254d1
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/InfosPanelPlaceholder.cs
@@ -0,0 +1,24 @@
+// <copyright file="PlayerDetailsController.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// Infos panel placeholder. Defines the place where the infos panel should go. It will request InfoPanel when Component is enabled.
+ /// </summary>
+ public class InfosPanelPlaceholder : MonoBehaviour
+ {
+ public PunCockpit Manager;
+
+ // Use this for initialization
+ void OnEnable()
+ {
+ Manager.RequestInfosPanel(this.gameObject);
+ }
+ }
+}
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/InfosPanelPlaceholder.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/InfosPanelPlaceholder.cs.meta
new file mode 100644
index 0000000..a9946d8
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/InfosPanelPlaceholder.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: d85daee5b585047f89b7e2dde78b336b
+timeCreated: 1524225584
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists.meta
new file mode 100644
index 0000000..b11eb39
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 5d9560529ca07d147b217827aa339f0b
+folderAsset: yes
+timeCreated: 1511958157
+licenseType: Store
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/FriendListCell.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/FriendListCell.cs
new file mode 100644
index 0000000..9d4c97b
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/FriendListCell.cs
@@ -0,0 +1,63 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="FriendListCell.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+using UnityEngine.UI;
+
+using Photon.Realtime;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// Friend list cell
+ /// </summary>
+ public class FriendListCell : MonoBehaviour
+ {
+ public FriendListView ListManager;
+
+ public Text NameText;
+ public GameObject OnlineFlag;
+
+ public GameObject inRoomText;
+ public GameObject JoinButton;
+
+ FriendInfo _info;
+
+
+ public void RefreshInfo(FriendListView.FriendDetail details)
+ {
+ NameText.text = details.NickName;
+
+ OnlineFlag.SetActive(false);
+
+ inRoomText.SetActive(false);
+ JoinButton.SetActive(false);
+ }
+
+ public void RefreshInfo(FriendInfo info)
+ {
+ _info = info;
+
+ OnlineFlag.SetActive(_info.IsOnline);
+
+ inRoomText.SetActive(_info.IsInRoom);
+ JoinButton.SetActive(_info.IsInRoom);
+ }
+
+ public void JoinFriendRoom()
+ {
+ //Debug.Log("FriendListCell:JoinFriendRoom " + _info.Room);
+ ListManager.JoinFriendRoom(_info.Room);
+ }
+
+ public void RemoveFromList()
+ {
+ Destroy(this.gameObject);
+ }
+
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/FriendListCell.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/FriendListCell.cs.meta
new file mode 100644
index 0000000..2b6efa3
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/FriendListCell.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: b7be18b2f537f4428b8e4cd92373a1e0
+timeCreated: 1513083244
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/FriendListView.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/FriendListView.cs
new file mode 100644
index 0000000..6c3cdaf
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/FriendListView.cs
@@ -0,0 +1,162 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="FriendListView.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using System;
+using System.Collections;
+using System.Linq;
+
+using UnityEngine;
+using UnityEngine.UI;
+using UnityEngine.Events;
+using System.Collections.Generic;
+
+using Photon.Realtime;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+
+ /// <summary>
+ /// Friend list UI view.
+ /// </summary>
+ public class FriendListView : MonoBehaviourPunCallbacks
+ {
+ /// <summary>
+ /// Friend detail class
+ /// This info comes from your social network and is meant to be matched against the friendInfo from Photon
+ /// </summary>
+ [Serializable]
+ public class FriendDetail
+ {
+ public FriendDetail(string NickName, string UserId)
+ {
+ this.NickName = NickName;
+ this.UserId = UserId;
+ }
+
+ public string NickName;
+ public string UserId;
+ }
+
+ public FriendListCell CellPrototype;
+
+ public Text ContentFeedback;
+
+ public Text UpdateStatusText;
+
+ [System.Serializable]
+ public class OnJoinRoomEvent : UnityEvent<string> { }
+
+ public OnJoinRoomEvent OnJoinRoom;
+
+ Dictionary<string, FriendListCell> FriendCellList = new Dictionary<string, FriendListCell>();
+
+ string[] FriendsLUT = new string[0];
+
+
+ void Awake()
+ {
+ CellPrototype.gameObject.SetActive(false);
+
+ }
+
+ public override void OnEnable()
+ {
+ base.OnEnable();
+
+ UpdateStatusText.text = string.Empty;
+ ContentFeedback.text = string.Empty;;
+ }
+
+
+ public void SetFriendDetails(FriendDetail[] friendList)
+ {
+ ResetList();
+
+ List<string> _list = new List<string>();
+ foreach (FriendDetail _friend in friendList)
+ {
+ if (_friend.UserId != PhotonNetwork.LocalPlayer.UserId)
+ {
+ FriendCellList[_friend.UserId] = Instantiate(CellPrototype);
+ FriendCellList[_friend.UserId].transform.SetParent(CellPrototype.transform.parent, false);
+ FriendCellList[_friend.UserId].gameObject.SetActive(true);
+ FriendCellList[_friend.UserId].RefreshInfo(_friend);
+
+ _list.Add(_friend.UserId);
+ }
+ }
+
+ this.FriendsLUT = _list.ToArray<string>();
+
+ FindFriends();
+ }
+
+ public void FindFriends()
+ {
+
+ PhotonNetwork.FindFriends(FriendsLUT);
+
+ ContentFeedback.text = "Finding Friends...";
+ }
+
+ public override void OnFriendListUpdate(List<FriendInfo> friendList)
+ {
+ StartCoroutine("UpdateUIPing");
+
+ if (friendList.Count == 0)
+ {
+ ContentFeedback.text = "No Friends Found";
+ }else
+ {
+ ContentFeedback.text = string.Empty;
+ }
+
+
+ foreach (FriendInfo _info in friendList)
+ {
+ if (FriendCellList.ContainsKey(_info.UserId))
+ {
+ FriendCellList[_info.UserId].RefreshInfo(_info);
+ }
+ }
+ }
+
+ public void OnRoomListUpdateCallBack(List<RoomInfo> roomList)
+ {
+ PhotonNetwork.FindFriends(FriendsLUT);
+ }
+
+ public void JoinFriendRoom(string RoomName)
+ {
+ //Debug.Log("FriendListView:JoinFriendRoom " + RoomName);
+ OnJoinRoom.Invoke(RoomName);
+ }
+
+ IEnumerator UpdateUIPing()
+ {
+ UpdateStatusText.text = "Updated";
+
+ yield return new WaitForSeconds(1f);
+
+ UpdateStatusText.text = string.Empty;
+ }
+
+
+ public void ResetList()
+ {
+ foreach (KeyValuePair<string, FriendListCell> entry in FriendCellList)
+ {
+ if (entry.Value != null)
+ {
+ Destroy(entry.Value.gameObject);
+ }
+ }
+
+ FriendCellList = new Dictionary<string, FriendListCell>();
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/FriendListView.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/FriendListView.cs.meta
new file mode 100644
index 0000000..88790d1
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/FriendListView.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: ce2efcae64ac14edebdffc99a93e401a
+timeCreated: 1513083233
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/PlayerListCell.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/PlayerListCell.cs
new file mode 100644
index 0000000..8f3e3c0
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/PlayerListCell.cs
@@ -0,0 +1,134 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="PlayerListCell.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Utilities,
+// </copyright>
+// <summary>
+// Player list cell representing a given PhotonPlayer
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using System.Collections;
+
+using UnityEngine;
+using UnityEngine.UI;
+
+using Photon.Realtime;
+using Photon.Pun.UtilityScripts;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// Player list cell representing a given PhotonPlayer
+ /// </summary>
+ public class PlayerListCell : MonoBehaviour
+ {
+
+ public PlayerListView ListManager;
+
+ public Text NumberText;
+ public Text NameText;
+ public Image ActiveFlag;
+ public Color InactiveColor;
+ public Color ActiveColor;
+
+ public Text isLocalText;
+ public Image isMasterFlag;
+
+ public LayoutElement LayoutElement;
+
+ Player _player;
+
+ public bool isInactiveCache;
+
+
+
+ public void RefreshInfo(ExitGames.Client.Photon.Hashtable changedProps)
+ {
+ UpdateInfo();
+ }
+
+ public void AddToList(Player info, bool animate = false)
+ {
+ //Debug.Log("AddToList " + info.ToStringFull());
+
+ _player = info;
+
+ UpdateInfo();
+
+ if (animate)
+ {
+
+ StartCoroutine("Add");
+ }
+ else
+ {
+ LayoutElement.minHeight = 30f;
+ }
+ }
+
+ public void RemoveFromList()
+ {
+ StartCoroutine("Remove");
+ }
+
+
+ public void OnClick()
+ {
+ ListManager.SelectPlayer(_player);
+ }
+
+ void UpdateInfo()
+ {
+ if (string.IsNullOrEmpty(_player.NickName))
+ {
+ NameText.text = _player.ActorNumber.ToString();
+ }
+
+ int _index = _player.GetPlayerNumber();
+ NumberText.text = "#" + _index.ToString("00"); // if this function was not called on every update, we would need to listen to the PlayerNumbering delegate
+
+ NameText.text = _player.NickName;
+
+ ActiveFlag.color = _player.IsInactive ? InactiveColor : ActiveColor;
+
+ isLocalText.gameObject.SetActive(_player.IsLocal);
+
+ isMasterFlag.gameObject.SetActive(_player.IsMasterClient);
+
+
+ // reorder the list to match player number
+ if (_index >= 0 && this.transform.GetSiblingIndex() != _index)
+ {
+ this.transform.SetSiblingIndex(_index + 1);
+ }
+ }
+
+
+ IEnumerator Add()
+ {
+ this.isInactiveCache = false;
+
+ LayoutElement.minHeight = 0f;
+
+ while (LayoutElement.minHeight != 30f)
+ {
+
+ LayoutElement.minHeight = Mathf.MoveTowards(LayoutElement.minHeight, 30f, 2f);
+ yield return new WaitForEndOfFrame();
+ }
+ }
+
+ IEnumerator Remove()
+ {
+ while (LayoutElement.minHeight != 0f)
+ {
+ LayoutElement.minHeight = Mathf.MoveTowards(LayoutElement.minHeight, 0f, 2f);
+ yield return new WaitForEndOfFrame();
+ }
+
+ Destroy(this.gameObject);
+ }
+
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/PlayerListCell.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/PlayerListCell.cs.meta
new file mode 100644
index 0000000..979392a
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/PlayerListCell.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 0170261016c824eebb6c78e47e0b9ea0
+timeCreated: 1512563044
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/PlayerListView.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/PlayerListView.cs
new file mode 100644
index 0000000..57ccbec
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/PlayerListView.cs
@@ -0,0 +1,184 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="PlayerListView.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+
+using System.Collections;
+using System.Linq;
+
+using UnityEngine;
+using UnityEngine.UI;
+using System.Collections.Generic;
+
+using Photon.Realtime;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// Player list UI View.
+ /// </summary>
+ public class PlayerListView : MonoBehaviourPunCallbacks
+ {
+ public PlayerDetailsController PlayerDetailManager;
+
+ public PlayerListCell CellPrototype;
+
+ public Text PlayerCountsText;
+
+ public Text UpdateStatusText;
+
+ Dictionary<int, PlayerListCell> playerCellList = new Dictionary<int, PlayerListCell>();
+
+
+ void Awake()
+ {
+ CellPrototype.gameObject.SetActive(false);
+ }
+
+ public override void OnEnable()
+ {
+
+ base.OnEnable();
+
+ UpdateStatusText.text = string.Empty;
+
+ if (PhotonNetwork.CurrentRoom == null)
+ {
+ return;
+ }
+
+ RefreshCount();
+
+ foreach (KeyValuePair<int, Player> _entry in PhotonNetwork.CurrentRoom.Players)
+ {
+ if (playerCellList.ContainsKey(_entry.Key))
+ {
+ continue;
+ }
+
+ //Debug.Log("PlayerListView:adding player " + _entry.Key);
+ playerCellList[_entry.Key] = Instantiate(CellPrototype);
+ playerCellList[_entry.Key].transform.SetParent(CellPrototype.transform.parent, false);
+ playerCellList[_entry.Key].gameObject.SetActive(true);
+ playerCellList[_entry.Key].AddToList(_entry.Value, false);
+ }
+ }
+
+ public void SelectPlayer(Player player)
+ {
+ PlayerDetailManager.SetPlayerTarget(player);
+ }
+
+ public override void OnPlayerEnteredRoom(Player newPlayer)
+ {
+ //Debug.Log("PlayerListView:OnPlayerEnteredRoom:" + newPlayer);
+
+ // we create the cell
+ if (!playerCellList.ContainsKey(newPlayer.ActorNumber))
+ {
+ playerCellList[newPlayer.ActorNumber] = Instantiate(CellPrototype.gameObject).GetComponent<PlayerListCell>();
+ playerCellList[newPlayer.ActorNumber].transform.SetParent(CellPrototype.transform.parent, false);
+ playerCellList[newPlayer.ActorNumber].gameObject.SetActive(true);
+ playerCellList[newPlayer.ActorNumber].AddToList(newPlayer, true);
+ }
+ else // rejoin
+ {
+ playerCellList[newPlayer.ActorNumber].RefreshInfo(null);
+ }
+
+
+ StartCoroutine("UpdateUIPing");
+ }
+
+ public override void OnMasterClientSwitched(Player newMasterClient)
+ {
+ foreach (KeyValuePair<int, Player> _entry in PhotonNetwork.CurrentRoom.Players)
+ {
+ playerCellList[_entry.Key].RefreshInfo(null);
+ }
+ }
+
+ public override void OnPlayerPropertiesUpdate(Player target, ExitGames.Client.Photon.Hashtable changedProps)
+ {
+ if (playerCellList.ContainsKey(target.ActorNumber))
+ {
+ playerCellList[target.ActorNumber].RefreshInfo(changedProps);
+ }
+ else
+ {
+ Debug.LogWarning("PlayerListView: missing Player Ui Cell for " + target, this);
+ }
+
+ StartCoroutine("UpdateUIPing");
+ }
+
+ public override void OnPlayerLeftRoom(Player otherPlayer)
+ {
+ //Debug.Log("OnPlayerLeftRoom isinactive " + otherPlayer.IsInactive);
+
+ // bool _remove = false;
+
+ if (!PhotonNetwork.PlayerListOthers.Contains(otherPlayer))
+ {
+ playerCellList[otherPlayer.ActorNumber].RemoveFromList();
+ playerCellList.Remove(otherPlayer.ActorNumber);
+ }
+ else
+ {
+
+ playerCellList[otherPlayer.ActorNumber].RefreshInfo(null);
+ }
+
+ // _remove = otherPlayer.IsInactive && playerCellList [otherPlayer.ID].isInactiveCache;
+ //
+ // if (otherPlayer.IsInactive && ! playerCellList [otherPlayer.ID].isInactiveCache) {
+ //
+ // //playerCellList [otherPlayer.ID].isInactiveCache = true;
+ // playerCellList[otherPlayer.ID].RefreshInfo(null);
+ // }
+ //
+ // if (_remove)
+ // {
+ // playerCellList[otherPlayer.ID].RemoveFromList ();
+ // playerCellList.Remove (otherPlayer.ID);
+ // }
+
+ StartCoroutine("UpdateUIPing");
+ }
+
+
+ void RefreshCount()
+ {
+ if (PhotonNetwork.CurrentRoom != null)
+ {
+ PlayerCountsText.text = PhotonNetwork.CurrentRoom.PlayerCount.ToString("00");
+ }
+
+ }
+ IEnumerator UpdateUIPing()
+ {
+ UpdateStatusText.text = "Updated";
+
+ yield return new WaitForSeconds(1f);
+
+ UpdateStatusText.text = string.Empty;
+ }
+
+
+ public void ResetList()
+ {
+ foreach (KeyValuePair<int, PlayerListCell> entry in playerCellList)
+ {
+ if (entry.Value != null)
+ {
+ Destroy(entry.Value.gameObject);
+ }
+ }
+
+ playerCellList = new Dictionary<int, PlayerListCell>();
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/PlayerListView.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/PlayerListView.cs.meta
new file mode 100644
index 0000000..00b72c3
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/PlayerListView.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: e9df448c4ba9a4d4cb5a369b4692ceb2
+timeCreated: 1512479385
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/PropertyCell.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/PropertyCell.cs
new file mode 100644
index 0000000..542ef0b
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/PropertyCell.cs
@@ -0,0 +1,101 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="PropertyCell.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using System.Collections;
+
+using UnityEngine;
+using UnityEngine.UI;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// Generic string Property Cell.
+ /// </summary>
+ public class PropertyCell : MonoBehaviour
+ {
+ public Text PropertyText;
+ public Text ValueText;
+
+ public Image isUpdatedFlag;
+
+ public LayoutElement LayoutElement;
+
+ public void UpdateInfo(string value)
+ {
+ bool _pingUpdate = string.Equals(this.ValueText.text, value);
+ this.ValueText.text = value;
+
+ if (this!=null && this.isActiveAndEnabled && _pingUpdate)
+ {
+ StartCoroutine(UpdateUIPing());
+ }
+ }
+
+ public void AddToList(string property, string value, bool animate = false)
+ {
+ this.PropertyText.text = property;
+ if (animate)
+ {
+ UpdateInfo(value);
+ }
+ else
+ {
+ this.ValueText.text = value;
+ isUpdatedFlag.gameObject.SetActive(false);
+ }
+
+
+
+ if (animate)
+ {
+
+ StartCoroutine("Add");
+ }
+ else
+ {
+ LayoutElement.minHeight = 30f;
+ }
+ }
+
+ public void RemoveFromList()
+ {
+ StartCoroutine("Remove");
+ }
+
+ IEnumerator UpdateUIPing()
+ {
+ isUpdatedFlag.gameObject.SetActive(true);
+ yield return new WaitForSeconds(1f);
+
+ isUpdatedFlag.gameObject.SetActive(false);
+ }
+
+ IEnumerator Add()
+ {
+ LayoutElement.minHeight = 0f;
+
+ while (LayoutElement.minHeight != 30f)
+ {
+
+ LayoutElement.minHeight = Mathf.MoveTowards(LayoutElement.minHeight, 30f, 2f);
+ yield return new WaitForEndOfFrame();
+ }
+ }
+
+ IEnumerator Remove()
+ {
+ while (LayoutElement.minHeight != 0f)
+ {
+ LayoutElement.minHeight = Mathf.MoveTowards(LayoutElement.minHeight, 0f, 2f);
+ yield return new WaitForEndOfFrame();
+ }
+
+ Destroy(this.gameObject);
+ }
+
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/PropertyCell.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/PropertyCell.cs.meta
new file mode 100644
index 0000000..6205f9b
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/PropertyCell.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: b130ea0b2adec46ef87072879b8ac38c
+timeCreated: 1516282317
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/RegionListCell.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/RegionListCell.cs
new file mode 100644
index 0000000..db87458
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/RegionListCell.cs
@@ -0,0 +1,81 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="RoomListCell.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using System.Collections;
+
+using UnityEngine;
+using UnityEngine.UI;
+
+using Photon.Realtime;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// Region list cell.
+ /// </summary>
+ public class RegionListCell : MonoBehaviour
+ {
+ public RegionListView ListManager;
+
+ public Text CodeText;
+ public Text IpText;
+ public Text PingText;
+
+ public LayoutElement LayoutElement;
+
+ int _index;
+
+ Region info;
+
+ public void RefreshInfo(Region info)
+ {
+ this.info = info;
+ CodeText.text = this.info.Code;
+ IpText.text = this.info.HostAndPort;
+ PingText.text = this.info.Ping +"ms";
+ }
+
+ public void AddToList(Region info,int index)
+ {
+ RefreshInfo(info);
+ _index = index;
+
+ StartCoroutine("AnimateAddition");
+
+ }
+
+ public void RemoveFromList()
+ {
+ StartCoroutine("AnimateRemove");
+ }
+
+ IEnumerator AnimateAddition()
+ {
+ LayoutElement.minHeight = 0f;
+
+ yield return new WaitForSeconds(_index * 0.04f);
+
+ while (LayoutElement.minHeight != 30f)
+ {
+
+ LayoutElement.minHeight = Mathf.MoveTowards(LayoutElement.minHeight, 30f, 2f);
+ yield return new WaitForEndOfFrame();
+ }
+ }
+
+ IEnumerator AnimateRemove()
+ {
+ while (LayoutElement.minHeight != 0f)
+ {
+ LayoutElement.minHeight = Mathf.MoveTowards(LayoutElement.minHeight, 0f, 2f);
+ yield return new WaitForEndOfFrame();
+ }
+ Destroy(this.gameObject);
+ }
+
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/RegionListCell.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/RegionListCell.cs.meta
new file mode 100644
index 0000000..6aa0bb5
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/RegionListCell.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 02fae3d80c772498b829c70de76f4ba7
+timeCreated: 1530794662
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/RegionListView.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/RegionListView.cs
new file mode 100644
index 0000000..da05730
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/RegionListView.cs
@@ -0,0 +1,64 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="RoomListView.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using System.Collections.Generic;
+
+using UnityEngine;
+
+using Photon.Realtime;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// Region list UI View.
+ /// </summary>
+ public class RegionListView : MonoBehaviour
+ {
+
+ public RegionListCell CellPrototype;
+
+ Dictionary<string, RegionListCell> regionCellList = new Dictionary<string, RegionListCell>();
+
+
+ public void OnEnable()
+ {
+ ResetList();
+
+ CellPrototype.gameObject.SetActive(false);
+ }
+
+ public void OnRegionListUpdate(List<Region> regionList)
+ {
+ int i = 0;
+ foreach (Region entry in regionList)
+ {
+ // we create the cell
+ regionCellList[entry.Code] = Instantiate(CellPrototype);
+ regionCellList[entry.Code].gameObject.SetActive(true);
+ regionCellList[entry.Code].transform.SetParent(CellPrototype.transform.parent, false);
+ regionCellList[entry.Code].AddToList(entry,i);
+
+ i++;
+ }
+
+ }
+
+ public void ResetList()
+ {
+ foreach (KeyValuePair<string, RegionListCell> entry in regionCellList)
+ {
+
+ if (entry.Value != null)
+ {
+ Destroy(entry.Value.gameObject);
+ }
+
+ }
+ regionCellList = new Dictionary<string, RegionListCell>();
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/RegionListView.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/RegionListView.cs.meta
new file mode 100644
index 0000000..15f4aed
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/RegionListView.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 6a77cb50929af40fb99c6452cf870935
+timeCreated: 1530794653
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/RoomListCell.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/RoomListCell.cs
new file mode 100644
index 0000000..68f0020
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/RoomListCell.cs
@@ -0,0 +1,102 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="RoomListCell.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using System.Collections;
+
+using UnityEngine;
+using UnityEngine.UI;
+
+using Photon.Realtime;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// Roomlist cell.
+ /// </summary>
+ public class RoomListCell : MonoBehaviour
+ {
+ public RoomListView ListManager;
+
+ public Text RoomNameText;
+ public Text PlayerCountText;
+ public Text OpenText;
+ public CanvasGroup JoinButtonCanvasGroup;
+ public LayoutElement LayoutElement;
+
+ public RoomInfo info;
+
+ public void RefreshInfo(RoomInfo info)
+ {
+ this.info = info;
+ RoomNameText.text = info.Name;
+ PlayerCountText.text = info.PlayerCount + "/" + info.MaxPlayers;
+ if (info.IsOpen)
+ {
+ OpenText.text = "Open";
+ OpenText.color = Color.green;
+ JoinButtonCanvasGroup.blocksRaycasts = true;
+ JoinButtonCanvasGroup.alpha = 1f;
+ }
+ else
+ {
+ OpenText.text = "Closed";
+ OpenText.color = Color.red;
+ JoinButtonCanvasGroup.blocksRaycasts = false;
+ JoinButtonCanvasGroup.alpha = 0f;
+ }
+
+ }
+
+ public void OnJoinRoomButtonClick()
+ {
+ ListManager.OnRoomCellJoinButtonClick(info.Name);
+ }
+
+
+ public void AddToList(RoomInfo info, bool animate = false)
+ {
+ RefreshInfo(info);
+
+ if (animate)
+ {
+ StartCoroutine("AnimateAddition");
+ }
+ else
+ {
+ LayoutElement.minHeight = 30f;
+ }
+ }
+
+ public void RemoveFromList()
+ {
+ StartCoroutine("AnimateRemove");
+ }
+
+ IEnumerator AnimateAddition()
+ {
+ LayoutElement.minHeight = 0f;
+
+ while (LayoutElement.minHeight != 30f)
+ {
+
+ LayoutElement.minHeight = Mathf.MoveTowards(LayoutElement.minHeight, 30f, 2f);
+ yield return new WaitForEndOfFrame();
+ }
+ }
+
+ IEnumerator AnimateRemove()
+ {
+ while (LayoutElement.minHeight != 0f)
+ {
+ LayoutElement.minHeight = Mathf.MoveTowards(LayoutElement.minHeight, 0f, 2f);
+ yield return new WaitForEndOfFrame();
+ }
+ Destroy(this.gameObject);
+ }
+
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/RoomListCell.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/RoomListCell.cs.meta
new file mode 100644
index 0000000..93e55c4
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/RoomListCell.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 347470b28bdc940a9b92930118dbc7e0
+timeCreated: 1511958255
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/RoomListView.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/RoomListView.cs
new file mode 100644
index 0000000..63b4e23
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/RoomListView.cs
@@ -0,0 +1,147 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="RoomListView.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using System.Collections;
+using System.Collections.Generic;
+
+using UnityEngine;
+using UnityEngine.UI;
+using UnityEngine.Events;
+
+using Photon.Realtime;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// Room list UI View.
+ /// </summary>
+ public class RoomListView : MonoBehaviourPunCallbacks
+ {
+ [System.Serializable]
+ public class OnJoinRoomEvent : UnityEvent<string> { }
+
+ public OnJoinRoomEvent OnJoinRoom;
+
+ public RoomListCell CellPrototype;
+
+ public Text UpdateStatusText;
+
+ public Text ContentFeedback;
+
+ public InputField LobbyNameInputField;
+ public InputField SqlQueryInputField;
+
+ bool _firstUpdate = true;
+
+ Dictionary<string, RoomListCell> roomCellList = new Dictionary<string, RoomListCell>();
+
+
+ public override void OnEnable()
+ {
+ base.OnEnable();
+
+ ResetList();
+ CellPrototype.gameObject.SetActive(false);
+ UpdateStatusText.text = string.Empty;
+ ContentFeedback.text = string.Empty;
+ }
+
+
+
+ public void OnRoomCellJoinButtonClick(string roomName)
+ {
+ OnJoinRoom.Invoke(roomName);
+ }
+
+ public override void OnRoomListUpdate(List<RoomInfo> roomList)
+ {
+ UpdateStatusText.text = "Updated";
+
+ if (roomList.Count == 0 && !PhotonNetwork.InLobby) {
+ ContentFeedback.text = "No Room found in lobby "+LobbyNameInputField.text+" Matching: "+SqlQueryInputField.text;
+ }
+
+ foreach (RoomInfo entry in roomList)
+ {
+ if (roomCellList.ContainsKey(entry.Name))
+ {
+ if (entry.RemovedFromList)
+ {
+ // we delete the cell
+ roomCellList[entry.Name].RemoveFromList();
+ roomCellList.Remove(entry.Name);
+ }
+ else
+ {
+ // we update the cell
+ roomCellList[entry.Name].RefreshInfo(entry);
+ }
+
+ }
+ else
+ {
+ if (!entry.RemovedFromList)
+ {
+ // we create the cell
+ roomCellList[entry.Name] = Instantiate(CellPrototype);
+ roomCellList[entry.Name].gameObject.SetActive(true);
+ roomCellList[entry.Name].transform.SetParent(CellPrototype.transform.parent, false);
+ roomCellList[entry.Name].AddToList(entry, !_firstUpdate);
+ }
+ }
+ }
+
+ StartCoroutine("clearStatus");
+
+ _firstUpdate = false;
+ }
+
+ IEnumerator clearStatus()
+ {
+ yield return new WaitForSeconds(1f);
+
+ UpdateStatusText.text = string.Empty;
+ }
+
+ public void OnJoinedLobbyCallBack()
+ {
+ _firstUpdate = true;
+ ContentFeedback.text = string.Empty;
+ }
+
+ public void GetRoomList()
+ {
+ ResetList ();
+
+
+ TypedLobby sqlLobby = new TypedLobby(LobbyNameInputField.text, LobbyType.SqlLobby);
+
+ Debug.Log ("Cockpit: GetCustomRoomList() matchmaking against '"+LobbyNameInputField.text+"' SqlLobby using query : "+SqlQueryInputField.text);
+
+ PhotonNetwork.GetCustomRoomList(sqlLobby, SqlQueryInputField.text ); //"C0 = 'Hello'"
+
+ ContentFeedback.text = "looking for Rooms in Lobby '"+LobbyNameInputField.text+"' Matching: '"+SqlQueryInputField.text;
+ }
+
+
+ public void ResetList()
+ {
+ _firstUpdate = true;
+
+ foreach (KeyValuePair<string, RoomListCell> entry in roomCellList)
+ {
+
+ if (entry.Value != null)
+ {
+ Destroy(entry.Value.gameObject);
+ }
+
+ }
+ roomCellList = new Dictionary<string, RoomListCell>();
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/RoomListView.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/RoomListView.cs.meta
new file mode 100644
index 0000000..6afb6d9
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/Lists/RoomListView.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: f5c9e34bb9f7d43a4a17eb45abbba66e
+timeCreated: 1511958165
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/PropertyFields.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/PropertyFields.meta
new file mode 100644
index 0000000..7aab5e4
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/PropertyFields.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 738dd6f6259233a4fb0d3e871097dacf
+folderAsset: yes
+timeCreated: 1521549690
+licenseType: Store
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/PropertyFields/UserIdField.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/PropertyFields/UserIdField.cs
new file mode 100644
index 0000000..ae3ff15
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/PropertyFields/UserIdField.cs
@@ -0,0 +1,71 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="UserIdField.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+using UnityEngine.UI;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// User identifier InputField.
+ /// </summary>
+ public class UserIdField : MonoBehaviour
+ {
+
+ public PunCockpit Manager;
+
+ public InputField PropertyValueInput;
+
+ string _cache;
+
+ bool registered;
+
+ void OnEnable()
+ {
+ if (!registered)
+ {
+ registered = true;
+ PropertyValueInput.onEndEdit.AddListener(OnEndEdit);
+ }
+ }
+
+ void OnDisable()
+ {
+ registered = false;
+ PropertyValueInput.onEndEdit.RemoveListener(OnEndEdit);
+ }
+
+ void Update()
+ {
+ if (Manager.UserId != _cache)
+ {
+ _cache = Manager.UserId;
+ PropertyValueInput.text = _cache;
+ }
+ }
+
+ // new UI will fire "EndEdit" event also when loosing focus. So check "enter" key and only then submit form.
+ public void OnEndEdit(string value)
+ {
+ if (Input.GetKey(KeyCode.Return) || Input.GetKey(KeyCode.KeypadEnter) || Input.GetKey(KeyCode.Tab))
+ {
+ this.SubmitForm(value.Trim());
+ }
+ else
+ {
+ this.SubmitForm(value);
+ }
+ }
+
+ public void SubmitForm(string value)
+ {
+ _cache = value;
+ Manager.UserId = _cache;
+ //Debug.Log("PunCockpit.UserId = " + Manager.UserId, this);
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/PropertyFields/UserIdField.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/PropertyFields/UserIdField.cs.meta
new file mode 100644
index 0000000..3cb3b6c
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/PropertyFields/UserIdField.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 4cc6aa808aba246ffa12d8e765f470ff
+timeCreated: 1521549697
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties.meta
new file mode 100644
index 0000000..a44aaea
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 418caa004faab434da814c76a8704dd8
+folderAsset: yes
+timeCreated: 1524135954
+licenseType: Store
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/AppVersionProperty.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/AppVersionProperty.cs
new file mode 100644
index 0000000..7cfccac
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/AppVersionProperty.cs
@@ -0,0 +1,32 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="AppVersionProperty.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+using UnityEngine.UI;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// PhotonNetwork.AppVersion UI property.
+ /// </summary>
+ public class AppVersionProperty : MonoBehaviour
+ {
+
+ public Text Text;
+
+ string _cache;
+
+ void Update()
+ {
+ if (PhotonNetwork.AppVersion != _cache)
+ {
+ _cache = PhotonNetwork.AppVersion;
+ Text.text = _cache;
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/AppVersionProperty.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/AppVersionProperty.cs.meta
new file mode 100644
index 0000000..01bbfba
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/AppVersionProperty.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: cd20e7aa24847434aae5f175732ef601
+timeCreated: 1529581501
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/BestRegionInPrefsProperty.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/BestRegionInPrefsProperty.cs
new file mode 100644
index 0000000..8666bbf
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/BestRegionInPrefsProperty.cs
@@ -0,0 +1,40 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="BestRegionInPrefsProperty.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine.UI;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// PhotonNetwork.BestRegionSummaryInPreferences UI property.
+ /// </summary>
+ public class BestRegionInPrefsProperty : PropertyListenerBase
+ {
+ public Text Text;
+
+ string _cache;
+
+ void Update()
+ {
+ if (PhotonNetwork.BestRegionSummaryInPreferences != _cache)
+ {
+ _cache = PhotonNetwork.BestRegionSummaryInPreferences;
+
+ this.OnValueChanged();
+
+ if (string.IsNullOrEmpty(_cache))
+ {
+ Text.text = "n/a";
+ }
+ else
+ {
+ Text.text = _cache;
+ }
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/BestRegionInPrefsProperty.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/BestRegionInPrefsProperty.cs.meta
new file mode 100644
index 0000000..29633f9
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/BestRegionInPrefsProperty.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: cc582575c6a1e4ec08d8233345cc9ce5
+timeCreated: 1530877238
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CloudRegionProperty.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CloudRegionProperty.cs
new file mode 100644
index 0000000..9ac3edb
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CloudRegionProperty.cs
@@ -0,0 +1,38 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="CloudRegionProperty.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine.UI;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// PhotonNetwork.CloudRegion UI property.
+ /// </summary>
+ public class CloudRegionProperty : PropertyListenerBase
+ {
+ public Text Text;
+
+ string _cache;
+
+ void Update()
+ {
+ if (PhotonNetwork.CloudRegion != _cache)
+ {
+ _cache = PhotonNetwork.CloudRegion;
+ this.OnValueChanged();
+ if (string.IsNullOrEmpty(_cache))
+ {
+ Text.text = "n/a";
+ }
+ else
+ {
+ Text.text = _cache;
+ }
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CloudRegionProperty.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CloudRegionProperty.cs.meta
new file mode 100644
index 0000000..b33c817
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CloudRegionProperty.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: e873bef6b926e45989cc835cb13ef3c2
+timeCreated: 1524137791
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CountOfPlayersInRoomProperty.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CountOfPlayersInRoomProperty.cs
new file mode 100644
index 0000000..82f5b70
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CountOfPlayersInRoomProperty.cs
@@ -0,0 +1,44 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="CountOfPlayersInRoomProperty.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine.UI;
+
+using Photon.Realtime;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// PhotonNetwork.CountOfPlayersInRooms UI property.
+ /// </summary>
+ public class CountOfPlayersInRoomProperty : PropertyListenerBase
+ {
+ public Text Text;
+
+ int _cache = -1;
+
+ void Update()
+ {
+ if (PhotonNetwork.NetworkingClient.Server == ServerConnection.MasterServer)
+ {
+ if (PhotonNetwork.CountOfPlayersInRooms != _cache)
+ {
+ _cache = PhotonNetwork.CountOfPlayersInRooms;
+ Text.text = _cache.ToString();
+ this.OnValueChanged();
+ }
+ }
+ else
+ {
+ if (_cache != -1)
+ {
+ _cache = -1;
+ Text.text = "n/a";
+ }
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CountOfPlayersInRoomProperty.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CountOfPlayersInRoomProperty.cs.meta
new file mode 100644
index 0000000..8bd9ec3
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CountOfPlayersInRoomProperty.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: efbb55080baae4567af10254c267900c
+timeCreated: 1524139797
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CountOfPlayersOnMasterProperty.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CountOfPlayersOnMasterProperty.cs
new file mode 100644
index 0000000..ba04997
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CountOfPlayersOnMasterProperty.cs
@@ -0,0 +1,44 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="CountOfPlayersOnMasterProperty.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine.UI;
+
+using Photon.Realtime;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// PhotonNetwork.CountOfPlayersOnMaster UI property.
+ /// </summary>
+ public class CountOfPlayersOnMasterProperty : PropertyListenerBase
+ {
+ public Text Text;
+
+ int _cache = -1;
+
+ void Update()
+ {
+ if (PhotonNetwork.NetworkingClient.Server == ServerConnection.MasterServer)
+ {
+ if (PhotonNetwork.CountOfPlayersOnMaster != _cache)
+ {
+ _cache = PhotonNetwork.CountOfPlayersOnMaster;
+ Text.text = _cache.ToString();
+ this.OnValueChanged();
+ }
+ }
+ else
+ {
+ if (_cache != -1)
+ {
+ _cache = -1;
+ Text.text = "n/a";
+ }
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CountOfPlayersOnMasterProperty.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CountOfPlayersOnMasterProperty.cs.meta
new file mode 100644
index 0000000..65f86f6
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CountOfPlayersOnMasterProperty.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: c8567842684394fb7a291f803abfb20e
+timeCreated: 1524140344
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CountOfPlayersProperty.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CountOfPlayersProperty.cs
new file mode 100644
index 0000000..b201829
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CountOfPlayersProperty.cs
@@ -0,0 +1,44 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="CountOfPlayersProperty.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine.UI;
+
+using Photon.Realtime;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// PhotonNetwork.CountOfPlayers UI property.
+ /// </summary>
+ public class CountOfPlayersProperty : PropertyListenerBase
+ {
+ public Text Text;
+
+ int _cache = -1;
+
+ void Update()
+ {
+ if (PhotonNetwork.NetworkingClient.Server == ServerConnection.MasterServer)
+ {
+ if (PhotonNetwork.CountOfPlayers != _cache)
+ {
+ _cache = PhotonNetwork.CountOfPlayers;
+ Text.text = _cache.ToString();
+ this.OnValueChanged();
+ }
+ }
+ else
+ {
+ if (_cache != -1)
+ {
+ _cache = -1;
+ Text.text = "n/a";
+ }
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CountOfPlayersProperty.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CountOfPlayersProperty.cs.meta
new file mode 100644
index 0000000..ce1954e
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CountOfPlayersProperty.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: c65e89c2d31b54d119911da56af443b6
+timeCreated: 1524139376
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CountOfRoomsProperty.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CountOfRoomsProperty.cs
new file mode 100644
index 0000000..35b826c
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CountOfRoomsProperty.cs
@@ -0,0 +1,43 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="CountOfRoomsProperty.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine.UI;
+using Photon.Realtime;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// PhotonNetwork.CountOfRooms UIs property.
+ /// </summary>
+ public class CountOfRoomsProperty : PropertyListenerBase
+ {
+ public Text Text;
+
+ int _cache = -1;
+
+ void Update()
+ {
+ if (PhotonNetwork.NetworkingClient.Server == ServerConnection.MasterServer)
+ {
+ if (PhotonNetwork.CountOfRooms != _cache)
+ {
+ _cache = PhotonNetwork.CountOfRooms;
+ Text.text = _cache.ToString();
+ this.OnValueChanged();
+ }
+ }
+ else
+ {
+ if (_cache != -1)
+ {
+ _cache = -1;
+ Text.text = "n/a";
+ }
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CountOfRoomsProperty.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CountOfRoomsProperty.cs.meta
new file mode 100644
index 0000000..955103c
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CountOfRoomsProperty.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 8da0abdf8617d4c76bc84fc49e21c53b
+timeCreated: 1524140003
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomAutoCleanupProperty.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomAutoCleanupProperty.cs
new file mode 100644
index 0000000..deca96d
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomAutoCleanupProperty.cs
@@ -0,0 +1,44 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="CurrentRoomAutoCleanupProperty.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine.UI;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// PhotonNetwork.CurrentRoom.AutoCleanUp UI property.
+ /// </summary>
+ public class CurrentRoomAutoCleanupProperty : PropertyListenerBase
+ {
+
+ public Text Text;
+
+ int _cache = -1;
+
+ void Update()
+ {
+
+ if (PhotonNetwork.CurrentRoom != null && PhotonNetwork.CurrentRoom.AutoCleanUp)
+ {
+ if ((PhotonNetwork.CurrentRoom.AutoCleanUp && _cache != 1) || (!PhotonNetwork.CurrentRoom.AutoCleanUp && _cache != 0))
+ {
+ _cache = PhotonNetwork.CurrentRoom.AutoCleanUp ? 1 : 0;
+ Text.text = PhotonNetwork.CurrentRoom.AutoCleanUp ? "true" : "false";
+ this.OnValueChanged();
+ }
+ }
+ else
+ {
+ if (_cache != -1)
+ {
+ _cache = -1;
+ Text.text = "n/a";
+ }
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomAutoCleanupProperty.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomAutoCleanupProperty.cs.meta
new file mode 100644
index 0000000..aa97fd8
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomAutoCleanupProperty.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: b5de4d7e09db242c4aa0d47c4416630b
+timeCreated: 1526298103
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomEmptyRoomTtlProperty.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomEmptyRoomTtlProperty.cs
new file mode 100644
index 0000000..bdd7865
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomEmptyRoomTtlProperty.cs
@@ -0,0 +1,43 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="CurrentRoomEmptyRoomTtlProperty.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine.UI;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// PhotonNetwork.CurrentRoom.EmptyRoomTtl UI property.
+ /// </summary>
+ public class CurrentRoomEmptyRoomTtlProperty : PropertyListenerBase
+ {
+ public Text Text;
+
+ int _cache = -1;
+
+ void Update()
+ {
+ if (PhotonNetwork.CurrentRoom != null)
+ {
+ if (PhotonNetwork.CurrentRoom.EmptyRoomTtl != _cache)
+ {
+ _cache = PhotonNetwork.CurrentRoom.EmptyRoomTtl;
+ Text.text = _cache.ToString();
+ this.OnValueChanged();
+ }
+ }
+ else
+ {
+ if (_cache != -1)
+ {
+ _cache = -1;
+ Text.text = "n/a";
+ }
+ }
+
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomEmptyRoomTtlProperty.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomEmptyRoomTtlProperty.cs.meta
new file mode 100644
index 0000000..50d80e1
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomEmptyRoomTtlProperty.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 67529d68dc8144ab1a5b19abf91fce56
+timeCreated: 1526041823
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomExpectedUsersProperty.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomExpectedUsersProperty.cs
new file mode 100644
index 0000000..0f8365e
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomExpectedUsersProperty.cs
@@ -0,0 +1,58 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="CurrentRoomExpectedUsersProperty.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using System.Linq;
+using UnityEngine.UI;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// PhotonNetwork.CurrentRoom.ExpectedUsers UI property.
+ /// </summary>
+ public class CurrentRoomExpectedUsersProperty : PropertyListenerBase
+ {
+ public Text Text;
+
+ string[] _cache = null;
+
+ void Update()
+ {
+
+ if (PhotonNetwork.CurrentRoom == null || PhotonNetwork.CurrentRoom.ExpectedUsers == null)
+ {
+ if (_cache != null)
+ {
+ _cache = null;
+ Text.text = "n/a";
+ }
+
+ return;
+
+ }
+
+ if (_cache == null || (PhotonNetwork.CurrentRoom.ExpectedUsers != null && !PhotonNetwork.CurrentRoom.ExpectedUsers.SequenceEqual(_cache)))
+ {
+
+ Text.text = string.Join("\n", PhotonNetwork.CurrentRoom.ExpectedUsers);
+
+ this.OnValueChanged();
+
+ return;
+ }
+
+ if (PhotonNetwork.CurrentRoom.ExpectedUsers == null && _cache != null)
+ {
+
+ Text.text = string.Join("\n", PhotonNetwork.CurrentRoom.ExpectedUsers);
+
+ this.OnValueChanged();
+
+ return;
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomExpectedUsersProperty.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomExpectedUsersProperty.cs.meta
new file mode 100644
index 0000000..82f865f
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomExpectedUsersProperty.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 83b21b2f76c734bfab616bc7a3ff65c5
+timeCreated: 1526043583
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomIsOfflineProperty.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomIsOfflineProperty.cs
new file mode 100644
index 0000000..4a4e210
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomIsOfflineProperty.cs
@@ -0,0 +1,44 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="CurrentRoomIsOfflineProperty.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine.UI;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// PhotonNetwork.CurrentRoom.IsOffline UI property
+ /// </summary>
+ public class CurrentRoomIsOfflineProperty : PropertyListenerBase
+ {
+
+ public Text Text;
+
+ int _cache = -1;
+
+ void Update()
+ {
+
+ if (PhotonNetwork.CurrentRoom != null)
+ {
+ if ((PhotonNetwork.CurrentRoom.IsOffline && _cache != 1) || (!PhotonNetwork.CurrentRoom.IsOffline && _cache != 0))
+ {
+ _cache = PhotonNetwork.CurrentRoom.IsOffline ? 1 : 0;
+ Text.text = PhotonNetwork.CurrentRoom.IsOffline ? "true" : "false";
+ this.OnValueChanged();
+ }
+ }
+ else
+ {
+ if (_cache != -1)
+ {
+ _cache = -1;
+ Text.text = "n/a";
+ }
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomIsOfflineProperty.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomIsOfflineProperty.cs.meta
new file mode 100644
index 0000000..a568300
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomIsOfflineProperty.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: e2e2a33f898da45eb9d44ea357e325db
+timeCreated: 1531142804
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomIsOpenProperty.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomIsOpenProperty.cs
new file mode 100644
index 0000000..3e6738f
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomIsOpenProperty.cs
@@ -0,0 +1,42 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="CurrentRoomIsOpenProperty.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine.UI;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// PhotonNetwork.CurrentRoom.IsOpen UI property.
+ /// </summary>
+ public class CurrentRoomIsOpenProperty : PropertyListenerBase
+ {
+ public Text Text;
+
+ int _cache = -1;
+
+ void Update()
+ {
+ if (PhotonNetwork.CurrentRoom != null)
+ {
+ if ((PhotonNetwork.CurrentRoom.IsOpen && _cache != 1) || (!PhotonNetwork.CurrentRoom.IsOpen && _cache != 0))
+ {
+ _cache = PhotonNetwork.CurrentRoom.IsOpen ? 1 : 0;
+ Text.text = PhotonNetwork.CurrentRoom.IsOpen ? "true" : "false";
+ this.OnValueChanged();
+ }
+ }
+ else
+ {
+ if (_cache != -1)
+ {
+ _cache = -1;
+ Text.text = "n/a";
+ }
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomIsOpenProperty.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomIsOpenProperty.cs.meta
new file mode 100644
index 0000000..243dc7c
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomIsOpenProperty.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 616aae5178f614b47911b3ada06ac650
+timeCreated: 1526039184
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomIsVisibleProperty.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomIsVisibleProperty.cs
new file mode 100644
index 0000000..c354d6e
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomIsVisibleProperty.cs
@@ -0,0 +1,44 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="CurrentRoomIsVisibleProperty.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine.UI;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// PhotonNetwork.CurrentRoom.IsVisible UI property
+ /// </summary>
+ public class CurrentRoomIsVisibleProperty : PropertyListenerBase
+ {
+
+ public Text Text;
+
+ int _cache = -1;
+
+ void Update()
+ {
+
+ if (PhotonNetwork.CurrentRoom != null)
+ {
+ if ((PhotonNetwork.CurrentRoom.IsVisible && _cache != 1) || (!PhotonNetwork.CurrentRoom.IsVisible && _cache != 0))
+ {
+ _cache = PhotonNetwork.CurrentRoom.IsVisible ? 1 : 0;
+ Text.text = PhotonNetwork.CurrentRoom.IsVisible ? "true" : "false";
+ this.OnValueChanged();
+ }
+ }
+ else
+ {
+ if (_cache != -1)
+ {
+ _cache = -1;
+ Text.text = "n/a";
+ }
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomIsVisibleProperty.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomIsVisibleProperty.cs.meta
new file mode 100644
index 0000000..f4ac7c0
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomIsVisibleProperty.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 9caca36858e0a4cdb9511261f0525c72
+timeCreated: 1526040810
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomMasterClientIdProperty.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomMasterClientIdProperty.cs
new file mode 100644
index 0000000..53ca3ae
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomMasterClientIdProperty.cs
@@ -0,0 +1,42 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="CurrentRoomMasterClientIdProperty.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine.UI;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// PhotonNetwork.CurrentRoom.MasterClientId UI property.
+ /// </summary>
+ public class CurrentRoomMasterClientIdProperty : PropertyListenerBase
+ {
+ public Text Text;
+
+ int _cache = -1;
+
+ void Update()
+ {
+ if (PhotonNetwork.CurrentRoom != null)
+ {
+ if (PhotonNetwork.CurrentRoom.MasterClientId != _cache)
+ {
+ _cache = PhotonNetwork.CurrentRoom.MasterClientId;
+ Text.text = _cache.ToString();
+ this.OnValueChanged();
+ }
+ }
+ else
+ {
+ if (_cache != -1)
+ {
+ _cache = -1;
+ Text.text = "n/a";
+ }
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomMasterClientIdProperty.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomMasterClientIdProperty.cs.meta
new file mode 100644
index 0000000..64105eb
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomMasterClientIdProperty.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: ded3411e394ba4dcc82f3b6e25871839
+timeCreated: 1531143038
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomMaxPlayersProperty.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomMaxPlayersProperty.cs
new file mode 100644
index 0000000..ca599f4
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomMaxPlayersProperty.cs
@@ -0,0 +1,42 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="CurrentRoomMaxPlayersProperty.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine.UI;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// PhotonNetwork.CurrentRoom.MaxPlayers UI property.
+ /// </summary>
+ public class CurrentRoomMaxPlayersProperty : PropertyListenerBase
+ {
+ public Text Text;
+
+ int _cache = -1;
+
+ void Update()
+ {
+ if (PhotonNetwork.CurrentRoom != null)
+ {
+ if (PhotonNetwork.CurrentRoom.MaxPlayers != _cache)
+ {
+ _cache = PhotonNetwork.CurrentRoom.MaxPlayers;
+ Text.text = _cache.ToString();
+ this.OnValueChanged();
+ }
+ }
+ else
+ {
+ if (_cache != -1)
+ {
+ _cache = -1;
+ Text.text = "n/a";
+ }
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomMaxPlayersProperty.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomMaxPlayersProperty.cs.meta
new file mode 100644
index 0000000..05cb5df
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomMaxPlayersProperty.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 917233b0ebdbc43ff89ee3e8d30b5d88
+timeCreated: 1526041461
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomNameProperty.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomNameProperty.cs
new file mode 100644
index 0000000..c751f98
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomNameProperty.cs
@@ -0,0 +1,43 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="CurrentRoomNameProperty.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine.UI;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// PhotonNetwork.CurrentRoom.Name UI property.
+ /// </summary>
+ public class CurrentRoomNameProperty : PropertyListenerBase
+ {
+ public Text Text;
+
+ string _cache = null;
+
+ void Update()
+ {
+
+ if (PhotonNetwork.CurrentRoom != null)
+ {
+ if ((PhotonNetwork.CurrentRoom.Name != _cache))
+ {
+ _cache = PhotonNetwork.CurrentRoom.Name;
+ Text.text = _cache.ToString();
+ this.OnValueChanged();
+ }
+ }
+ else
+ {
+ if (_cache == null)
+ {
+ _cache = null;
+ Text.text = "n/a";
+ }
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomNameProperty.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomNameProperty.cs.meta
new file mode 100644
index 0000000..df40097
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomNameProperty.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 5ca44b3b830b44829ba0990f748904ae
+timeCreated: 1526040981
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomPlayerCountProperty.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomPlayerCountProperty.cs
new file mode 100644
index 0000000..f6a0bfb
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomPlayerCountProperty.cs
@@ -0,0 +1,42 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="CurrentRoomPlayerCountProperty.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine.UI;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// PhotonNetwork.CurrentRoom.PlayerCount UI property.
+ /// </summary>
+ public class CurrentRoomPlayerCountProperty : PropertyListenerBase
+ {
+ public Text Text;
+
+ int _cache = -1;
+
+ void Update()
+ {
+ if (PhotonNetwork.CurrentRoom != null)
+ {
+ if (PhotonNetwork.CurrentRoom.PlayerCount != _cache)
+ {
+ _cache = PhotonNetwork.CurrentRoom.PlayerCount;
+ Text.text = _cache.ToString();
+ this.OnValueChanged();
+ }
+ }
+ else
+ {
+ if (_cache != -1)
+ {
+ _cache = -1;
+ Text.text = "n/a";
+ }
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomPlayerCountProperty.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomPlayerCountProperty.cs.meta
new file mode 100644
index 0000000..25dad3c
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomPlayerCountProperty.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 333fe1be201784f8382dd2e7a1d5c610
+timeCreated: 1526038701
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomPlayerTtlProperty.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomPlayerTtlProperty.cs
new file mode 100644
index 0000000..49a7cb3
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomPlayerTtlProperty.cs
@@ -0,0 +1,43 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="CurrentRoomPlayerTtlProperty.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+
+using UnityEngine.UI;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// PhotonNetwork.CurrentRoom.PlayerTtl UI property.
+ /// </summary>
+ public class CurrentRoomPlayerTtlProperty : PropertyListenerBase
+ {
+ public Text Text;
+
+ int _cache = -1;
+
+ void Update()
+ {
+ if (PhotonNetwork.CurrentRoom != null)
+ {
+ if (PhotonNetwork.CurrentRoom.PlayerTtl != _cache)
+ {
+ _cache = PhotonNetwork.CurrentRoom.PlayerTtl;
+ Text.text = _cache.ToString();
+ this.OnValueChanged();
+ }
+ }
+ else
+ {
+ if (_cache != -1)
+ {
+ _cache = -1;
+ Text.text = "n/a";
+ }
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomPlayerTtlProperty.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomPlayerTtlProperty.cs.meta
new file mode 100644
index 0000000..db34beb
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomPlayerTtlProperty.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: c0888b956b57041c5892998316eb5a59
+timeCreated: 1526041715
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomPropertiesListedInLobbyProperty.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomPropertiesListedInLobbyProperty.cs
new file mode 100644
index 0000000..f9dcd78
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomPropertiesListedInLobbyProperty.cs
@@ -0,0 +1,47 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="RoomListView.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine.UI;
+
+using System.Linq;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+
+ /// <summary>
+ /// PhotonNetwork.CurrentRoom.PropertiesListedInLobby UI property.
+ /// </summary>
+ public class CurrentRoomPropertiesListedInLobbyProperty : PropertyListenerBase
+ {
+ public Text Text;
+
+ string[] _cache = null;
+
+ void Update()
+ {
+ if (PhotonNetwork.CurrentRoom != null)
+ {
+
+ if (_cache == null || !PhotonNetwork.CurrentRoom.PropertiesListedInLobby.SequenceEqual(_cache))
+ {
+
+ _cache = PhotonNetwork.CurrentRoom.PropertiesListedInLobby.Clone() as string[];
+ Text.text = string.Join("\n", PhotonNetwork.CurrentRoom.PropertiesListedInLobby);
+ this.OnValueChanged();
+ }
+ }
+ else
+ {
+ if (_cache != null)
+ {
+ _cache = null;
+ Text.text = "n/a";
+ }
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomPropertiesListedInLobbyProperty.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomPropertiesListedInLobbyProperty.cs.meta
new file mode 100644
index 0000000..5654d3a
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/CurrentRoomPropertiesListedInLobbyProperty.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 3597ecc77cdd74c1fbd06202905bbd3f
+timeCreated: 1526297610
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/GameVersionProperty.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/GameVersionProperty.cs
new file mode 100644
index 0000000..ed08518
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/GameVersionProperty.cs
@@ -0,0 +1,30 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="RoomListView.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+using UnityEngine.UI;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// PhotonNetwork.GameVersion UI property.
+ /// </summary>
+ public class GameVersionProperty : MonoBehaviour
+ {
+ public Text Text;
+
+ string _cache;
+
+ void Update()
+ {
+ if (PhotonNetwork.GameVersion != _cache) {
+ _cache = PhotonNetwork.GameVersion;
+ Text.text = _cache;
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/GameVersionProperty.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/GameVersionProperty.cs.meta
new file mode 100644
index 0000000..4767763
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/GameVersionProperty.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: d5168ef825c3e4b74aff060ca5c07cc1
+timeCreated: 1524135958
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/IsConnectedAndReadyProperty.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/IsConnectedAndReadyProperty.cs
new file mode 100644
index 0000000..086c349
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/IsConnectedAndReadyProperty.cs
@@ -0,0 +1,33 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="IsConnectedAndReady.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine.UI;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// PhotonNetwork.IsConnectedAndReady UI property
+ /// </summary>
+ public class IsConnectedAndReadyProperty : PropertyListenerBase
+ {
+
+ public Text Text;
+
+ int _cache = -1;
+
+ void Update()
+ {
+
+ if ((PhotonNetwork.IsConnectedAndReady && _cache != 1) || (!PhotonNetwork.IsConnectedAndReady && _cache != 0))
+ {
+ _cache = PhotonNetwork.IsConnectedAndReady ? 1 : 0;
+ Text.text = PhotonNetwork.IsConnectedAndReady ? "true" : "false";
+ this.OnValueChanged();
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/IsConnectedAndReadyProperty.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/IsConnectedAndReadyProperty.cs.meta
new file mode 100644
index 0000000..7e6ce69
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/IsConnectedAndReadyProperty.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 17aa2c6db1ece46789212ad7c5e21509
+timeCreated: 1530714133
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/IsConnectedProperty.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/IsConnectedProperty.cs
new file mode 100644
index 0000000..a38f92d
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/IsConnectedProperty.cs
@@ -0,0 +1,32 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="IsConnectedProperty.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine.UI;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// PhotonNetwork.IsConnected UI property
+ /// </summary>
+ public class IsConnectedProperty : PropertyListenerBase
+ {
+
+ public Text Text;
+
+ int _cache = -1;
+
+ void Update()
+ {
+ if ((PhotonNetwork.IsConnected && _cache != 1) || (!PhotonNetwork.IsConnected && _cache != 0))
+ {
+ _cache = PhotonNetwork.IsConnected ? 1 : 0;
+ Text.text = PhotonNetwork.IsConnected ? "true" : "false";
+ this.OnValueChanged();
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/IsConnectedProperty.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/IsConnectedProperty.cs.meta
new file mode 100644
index 0000000..a0da994
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/IsConnectedProperty.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 398773e8d21e14a6780ad50d653d4b9e
+timeCreated: 1530713911
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/OfflineModeProperty.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/OfflineModeProperty.cs
new file mode 100644
index 0000000..0125099
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/OfflineModeProperty.cs
@@ -0,0 +1,32 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="OfflineModeProperty.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine.UI;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// PhotonNetwork.OfflineMode UI property
+ /// </summary>
+ public class OfflineModeProperty : PropertyListenerBase
+ {
+
+ public Text Text;
+
+ int _cache = -1;
+
+ void Update()
+ {
+ if ((PhotonNetwork.OfflineMode && _cache != 1) || (!PhotonNetwork.OfflineMode && _cache != 0))
+ {
+ _cache = PhotonNetwork.OfflineMode ? 1 : 0;
+ Text.text = PhotonNetwork.OfflineMode ? "true" : "false";
+ this.OnValueChanged();
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/OfflineModeProperty.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/OfflineModeProperty.cs.meta
new file mode 100644
index 0000000..462c67d
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/OfflineModeProperty.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: edcf52eea40f24f198dce8342b53bcc4
+timeCreated: 1532432670
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/PingProperty.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/PingProperty.cs
new file mode 100644
index 0000000..7a0920d
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/PingProperty.cs
@@ -0,0 +1,42 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="RoomListView.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine.UI;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// PhotonNetwork.GetPing() UI property.
+ /// </summary>
+ public class PingProperty : PropertyListenerBase
+ {
+ public Text Text;
+
+ int _cache = -1;
+
+ void Update()
+ {
+ if (PhotonNetwork.IsConnectedAndReady)
+ {
+ if (PhotonNetwork.GetPing() != _cache)
+ {
+ _cache = PhotonNetwork.GetPing();
+ Text.text = _cache.ToString() + " ms";
+ this.OnValueChanged();
+ }
+ }
+ else
+ {
+ if (_cache != -1)
+ {
+ _cache = -1;
+ Text.text = "n/a";
+ }
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/PingProperty.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/PingProperty.cs.meta
new file mode 100644
index 0000000..5b485fc
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/PingProperty.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 2651ec6773ffe4831b1fce07d51c186a
+timeCreated: 1524136274
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/PropertyListenerBase.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/PropertyListenerBase.cs
new file mode 100644
index 0000000..d179a95
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/PropertyListenerBase.cs
@@ -0,0 +1,43 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="RoomListView.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using System.Collections;
+
+using UnityEngine;
+using UnityEngine.UI;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// Property listener base.
+ /// </summary>
+ public class PropertyListenerBase : MonoBehaviour
+ {
+ public Graphic UpdateIndicator;
+
+ private YieldInstruction fadeInstruction = new YieldInstruction();
+
+ float Duration = 1f;
+ public void OnValueChanged()
+ {
+ StartCoroutine(FadeOut(UpdateIndicator));
+ }
+
+ IEnumerator FadeOut(Graphic image)
+ {
+ float elapsedTime = 0.0f;
+ Color c = image.color;
+ while (elapsedTime < Duration)
+ {
+ yield return fadeInstruction;
+ elapsedTime += Time.deltaTime;
+ c.a = 1.0f - Mathf.Clamp01(elapsedTime / Duration);
+ image.color = c;
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/PropertyListenerBase.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/PropertyListenerBase.cs.meta
new file mode 100644
index 0000000..33927dd
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/PropertyListenerBase.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 4be7d208de29c469d8cc6e686be2329c
+timeCreated: 1524137148
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/ServerAddressProperty.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/ServerAddressProperty.cs
new file mode 100644
index 0000000..dd23778
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/ServerAddressProperty.cs
@@ -0,0 +1,42 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="RoomListView.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+using UnityEngine.UI;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// PhotonNetwork.ServerAddress UI property.
+ /// </summary>
+ public class ServerAddressProperty : MonoBehaviour
+ {
+ public Text Text;
+
+ string _cache;
+
+ void Update()
+ {
+ if (PhotonNetwork.IsConnectedAndReady)
+ {
+ if (PhotonNetwork.ServerAddress != _cache)
+ {
+ _cache = PhotonNetwork.ServerAddress;
+ Text.text = _cache;
+ }
+ }
+ else
+ {
+ if (_cache != "n/a")
+ {
+ _cache = "n/a";
+ Text.text = _cache;
+ }
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/ServerAddressProperty.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/ServerAddressProperty.cs.meta
new file mode 100644
index 0000000..a76b9de
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/ServerAddressProperty.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: f467ca90418914fcd959dcc9ebb1edca
+timeCreated: 1524137548
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/ServerProperty.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/ServerProperty.cs
new file mode 100644
index 0000000..9e7c1d9
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/ServerProperty.cs
@@ -0,0 +1,35 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="IsConnectedProperty.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine.UI;
+using Photon.Realtime;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// PhotonNetwork.Server UI property
+ /// </summary>
+ public class ServerProperty : PropertyListenerBase
+ {
+
+ public Text Text;
+
+ ServerConnection _cache;
+
+
+ void Update()
+ {
+
+ if (PhotonNetwork.Server != _cache)
+ {
+ _cache = PhotonNetwork.Server;
+ Text.text = PhotonNetwork.Server.ToString();
+ this.OnValueChanged();
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/ServerProperty.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/ServerProperty.cs.meta
new file mode 100644
index 0000000..1593703
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ReadOnlyProperties/ServerProperty.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 6aeb7bea76d39499e83ebc277ffdd7a7
+timeCreated: 1530714932
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ScoreHelper.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ScoreHelper.cs
new file mode 100644
index 0000000..c7aafa5
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ScoreHelper.cs
@@ -0,0 +1,41 @@
+// <copyright file="ScoreHelper.cs" company="Exit Games GmbH">
+// Part of: Pun Cockpit
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+using Photon.Pun.UtilityScripts;
+
+
+namespace Photon.Pun.Demo.Cockpit
+{
+
+ public class ScoreHelper : MonoBehaviour
+ {
+ public int Score;
+
+ int _currentScore;
+
+
+ // Use this for initialization
+ void Start()
+ {
+
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+
+
+ if (PhotonNetwork.LocalPlayer != null && Score != _currentScore)
+ {
+ _currentScore = Score;
+ PhotonNetwork.LocalPlayer.SetScore(Score);
+ }
+
+ }
+ }
+
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ScoreHelper.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ScoreHelper.cs.meta
new file mode 100644
index 0000000..86c0f00
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ScoreHelper.cs.meta
@@ -0,0 +1,12 @@
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+guid: 5a92eafb6e3fe4390b50c3eefbcc0504
+timeCreated: 1532435020
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+ serializedVersion: 2
+ defaultReferences: []
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+ userData:
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ThirdParty.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ThirdParty.meta
new file mode 100644
index 0000000..74e0d73
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ThirdParty.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: a7a13965037324ac4be99d4b5a939725
+folderAsset: yes
+timeCreated: 1529324336
+licenseType: Store
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+ userData:
+ assetBundleName:
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ThirdParty/PunCockpitEmbed.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ThirdParty/PunCockpitEmbed.cs
new file mode 100644
index 0000000..01e1d5b
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ThirdParty/PunCockpitEmbed.cs
@@ -0,0 +1,102 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="PunCockpitEmbed.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Networking Demos
+// </copyright>
+// <summary>
+// Use this in scenes you want to leave Control for connection and pun related commands to Cockpit.
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using System.Collections;
+
+using UnityEngine;
+using UnityEngine.SceneManagement;
+
+using Photon.Pun.UtilityScripts;
+
+namespace Photon.Pun.Demo.Cockpit
+{
+ /// <summary>
+ /// Use this in scenes you want to leave Control for connection and pun related commands to Cockpit.
+ /// It requires ConnectAndJoinRandom, which it will control for connecting should the Cockpit scene not be present or succesfully loaded.
+ /// </summary>
+ public class PunCockpitEmbed : MonoBehaviourPunCallbacks
+ {
+
+ string PunCockpit_scene = "PunCockpit-Scene";
+
+ public bool EmbeddCockpit = true;
+ public string CockpitGameTitle = "";
+
+ public GameObject LoadingIndicator;
+ public ConnectAndJoinRandom AutoConnect;
+
+ void Awake()
+ {
+ if (LoadingIndicator != null)
+ {
+ LoadingIndicator.SetActive(false);
+ }
+ }
+
+ // Use this for initialization
+ IEnumerator Start()
+ {
+
+
+ PunCockpit.Embedded = EmbeddCockpit;
+ PunCockpit.EmbeddedGameTitle = CockpitGameTitle;
+
+ //Debug.Log (SceneManager.GetSceneByName (PunCockpit_scene).IsValid());
+
+ SceneManager.LoadScene(PunCockpit_scene, LoadSceneMode.Additive);
+
+ yield return new WaitForSeconds(1f);
+
+ if (SceneManager.sceneCount == 1)
+ {
+
+ AutoConnect.ConnectNow();
+
+ if (LoadingIndicator != null)
+ {
+ LoadingIndicator.SetActive(true);
+ }
+ }
+ else
+ {
+ Destroy(AutoConnect);
+ }
+
+ yield return 0;
+ }
+
+ #region MonoBehaviourPunCallbacks implementation
+
+ public override void OnJoinedRoom()
+ {
+ //Debug.Log("OnJoinedRoom", this);
+
+ if (LoadingIndicator != null)
+ {
+ LoadingIndicator.SetActive(false);
+ }
+
+ if (PunCockpit.Instance != null)
+ {
+ //Debug.Log("switch to minimal panel", this);
+ PunCockpit.Instance.SwitchtoMinimalPanel();
+
+ }
+ }
+ #endregion
+
+
+
+
+
+ }
+
+
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ThirdParty/PunCockpitEmbed.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ThirdParty/PunCockpitEmbed.cs.meta
new file mode 100644
index 0000000..a57e41a
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/PunCockpit/Scripts/ThirdParty/PunCockpitEmbed.cs.meta
@@ -0,0 +1,12 @@
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets.meta
new file mode 100644
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new file mode 100644
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new file mode 100644
index 0000000..6bbd1c3
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new file mode 100644
index 0000000..d4525b1
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Animations/HumanoidIdle.fbx b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Animations/HumanoidIdle.fbx
new file mode 100644
index 0000000..4ae25cb
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Animations/HumanoidIdle.fbx
Binary files differ
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Animations/HumanoidIdle.fbx.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Animations/HumanoidIdle.fbx.meta
new file mode 100644
index 0000000..c96cd7d
--- /dev/null
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Animations/HumanoidIdleJumpUp.fbx b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Animations/HumanoidIdleJumpUp.fbx
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index 0000000..4691933
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Animations/HumanoidIdleJumpUp.fbx.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Animations/HumanoidIdleJumpUp.fbx.meta
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Animations/HumanoidMidAir.fbx b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Animations/HumanoidMidAir.fbx
new file mode 100644
index 0000000..80f6e24
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Animations/HumanoidMidAir.fbx
Binary files differ
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Animations/HumanoidMidAir.fbx.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Animations/HumanoidMidAir.fbx.meta
new file mode 100644
index 0000000..ab2a016
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Binary files differ
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Animations/HumanoidRun.fbx.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Animations/HumanoidRun.fbx.meta
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Animations/HumanoidRunTurn.fbx b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Animations/HumanoidRunTurn.fbx
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index 0000000..d115096
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Animations/HumanoidRunTurn.fbx.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Animations/HumanoidRunTurn.fbx.meta
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Animations/HumanoidRunTurnSharp.fbx.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Animations/HumanoidRunTurnSharp.fbx.meta
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Animations/HumanoidStandTurn.fbx b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Animations/HumanoidStandTurn.fbx
new file mode 100644
index 0000000..ec67bcd
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Animations/HumanoidStandTurn.fbx
Binary files differ
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Animations/HumanoidStandTurn.fbx.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Animations/HumanoidStandTurn.fbx.meta
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index 0000000..cc3e089
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Animations/HumanoidWalk.fbx b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Animations/HumanoidWalk.fbx
new file mode 100644
index 0000000..7f7a2c5
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Animations/HumanoidWalk.fbx
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Animations/HumanoidWalk.fbx.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Animations/HumanoidWalk.fbx.meta
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Animations/HumanoidWalkTurn.fbx b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Animations/HumanoidWalkTurn.fbx
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Animations/HumanoidWalkTurn.fbx.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Animations/HumanoidWalkTurn.fbx.meta
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Prefabs/UI/Toggle Regular.prefab.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Prefabs/UI/Toggle Regular.prefab.meta
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new file mode 100644
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Prefabs/UI/Tooltip.prefab.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Prefabs/UI/Tooltip.prefab.meta
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Scripts/DocLinks.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Scripts/DocLinks.cs
new file mode 100644
index 0000000..5b4c397
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Scripts/DocLinks.cs
@@ -0,0 +1,158 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="DocLinks.cs" company="Exit Games GmbH">
+// Part of: Pun demos
+// </copyright>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using System.Collections.Generic;
+
+namespace Photon.Pun.Demo.Shared
+{
+ /// <summary>
+ /// Document links.
+ /// </summary>
+ public static class DocLinks {
+
+ /// <summary>
+ /// Document types
+ /// </summary>
+ public enum DocTypes {Doc,Api};
+
+ /// <summary>
+ /// The various supported languages
+ /// </summary>
+ public enum Products {OnPremise,Realtime,Pun,Chat,Voice,Bolt,Quantum};
+
+ /// <summary>
+ /// The various version of the documentation that exists. Current will be either V1 or V2 or possibly a beta version or branched version.
+ /// </summary>
+ public enum Versions {Current,V1,V2};
+
+ /// <summary>
+ /// The various supported languages
+ /// </summary>
+ public enum Languages {English,Japanese,Korean,Chinese};
+
+ /// <summary>
+ /// The version to generate links for
+ /// </summary>
+ public static Versions Version = Versions.Current;
+
+
+ /// <summary>
+ /// The language to generate links with
+ /// </summary>
+ public static Languages Language = Languages.English;
+
+ /// <summary>
+ /// The product to generate links for
+ /// </summary>
+ public static Products Product = Products.Pun;
+
+ /// <summary>
+ /// The API URL format.
+ /// 0 is the Language
+ /// 1 is the Product
+ /// 2 is the Version
+ /// 3 is the custom part passed to generate the link with
+ /// </summary>
+ public static string ApiUrlRoot = "https://doc-api.photonengine.com/{0}/{1}/{2}/{3}";
+
+ /// <summary>
+ /// The Doc URL format.
+ /// 0 is the Language
+ /// 1 is the Product
+ /// 2 is the Version
+ /// 3 is the custom part passed to generate the link with
+ /// </summary>
+ public static string DocUrlFormat = "https://doc.photonengine.com/{0}/{1}/{2}/{3}";
+
+
+ /// <summary>
+ /// LookUp dictionnary for doc versions to avoid parsing this every link request
+ /// </summary>
+ static Dictionary<Products,string> ProductsFolders = new Dictionary<Products, string>
+ {
+ {Products.Bolt, "bolt"},
+ {Products.Chat, "chat"},
+ {Products.OnPremise, "onpremise"},
+ {Products.Pun, "pun"},
+ {Products.Quantum, "quantum"},
+ {Products.Realtime, "realtime"},
+ {Products.Voice, "voice"}
+ };
+
+ /// <summary>
+ /// LookUp dictionnary for api languages to avoid parsing this every link request
+ /// </summary>
+ static Dictionary<Languages,string> ApiLanguagesFolder = new Dictionary<Languages, string>
+ {
+ {Languages.English, "en"},
+ {Languages.Japanese, "ja-jp"},
+ {Languages.Korean, "ko-kr"},
+ {Languages.Chinese, "zh-tw"}
+ };
+
+ /// <summary>
+ /// LookUp dictionnary for doc languages to avoid parsing this every link request
+ /// </summary>
+ static Dictionary<Languages,string> DocLanguagesFolder = new Dictionary<Languages, string>
+ {
+ {Languages.English, "en-us"},
+ {Languages.Japanese, "ja-jp"},
+ {Languages.Korean, "ko-kr"},
+ {Languages.Chinese, "en"} // fallback to english
+ };
+
+ /// <summary>
+ /// LookUp dictionnary for doc versions to avoid parsing this every link request
+ /// </summary>
+ static Dictionary<Versions,string> VersionsFolder = new Dictionary<Versions, string>
+ {
+ {Versions.Current, "current"},
+ {Versions.V1, "v1"},
+ {Versions.V2, "v2"}
+ };
+
+
+ /// <summary>
+ /// Gets a documentation link given a reference
+ /// </summary>
+ /// <returns>The link.</returns>
+ /// <param name="type">Type.</param>
+ /// <param name="reference">Reference.</param>
+ public static string GetLink(DocTypes type,string reference)
+ {
+ if (type == DocTypes.Api) {
+ return GetApiLink (reference);
+ }
+
+ if (type == DocTypes.Doc) {
+ return GetDocLink (reference);
+ }
+
+ return "https://doc.photonengine.com";
+ }
+
+ /// <summary>
+ /// Gets the API link given a reference
+ /// </summary>
+ /// <returns>The API link.</returns>
+ /// <param name="reference">Reference.</param>
+ public static string GetApiLink(string reference)
+ {
+ return string.Format(ApiUrlRoot, ApiLanguagesFolder[Language],ProductsFolders[Product], VersionsFolder[Version], reference);
+ }
+
+ /// <summary>
+ /// Gets the Doc link given a reference
+ /// </summary>
+ /// <returns>The document link.</returns>
+ /// <param name="reference">Reference.</param>
+ public static string GetDocLink(string reference)
+ {
+ return string.Format(DocUrlFormat, DocLanguagesFolder[Language],ProductsFolders[Product], VersionsFolder[Version], reference);
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Scripts/DocLinks.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Scripts/DocLinks.cs.meta
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Scripts/ThirdPersonCharacter.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Scripts/ThirdPersonCharacter.cs
new file mode 100644
index 0000000..2dfe552
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Scripts/ThirdPersonCharacter.cs
@@ -0,0 +1,225 @@
+using UnityEngine;
+
+namespace UnityStandardAssets.Characters.ThirdPerson.PunDemos
+{
+ [RequireComponent(typeof(Rigidbody))]
+ [RequireComponent(typeof(CapsuleCollider))]
+ [RequireComponent(typeof(Animator))]
+ public class ThirdPersonCharacter : MonoBehaviour
+ {
+ [SerializeField] float m_MovingTurnSpeed = 360;
+ [SerializeField] float m_StationaryTurnSpeed = 180;
+ [SerializeField] float m_JumpPower = 12f;
+ [Range(1f, 4f)][SerializeField] float m_GravityMultiplier = 2f;
+ [SerializeField] float m_RunCycleLegOffset = 0.2f; //specific to the character in sample assets, will need to be modified to work with others
+ [SerializeField] float m_MoveSpeedMultiplier = 1f;
+ [SerializeField] float m_AnimSpeedMultiplier = 1f;
+ [SerializeField] float m_GroundCheckDistance = 0.1f;
+
+ Rigidbody m_Rigidbody;
+ Animator m_Animator;
+ bool m_IsGrounded;
+ float m_OrigGroundCheckDistance;
+ const float k_Half = 0.5f;
+ float m_TurnAmount;
+ float m_ForwardAmount;
+ Vector3 m_GroundNormal;
+ float m_CapsuleHeight;
+ Vector3 m_CapsuleCenter;
+ CapsuleCollider m_Capsule;
+ bool m_Crouching;
+
+
+ void Start()
+ {
+ m_Animator = GetComponent<Animator>();
+ m_Rigidbody = GetComponent<Rigidbody>();
+ m_Capsule = GetComponent<CapsuleCollider>();
+ m_CapsuleHeight = m_Capsule.height;
+ m_CapsuleCenter = m_Capsule.center;
+
+ m_Rigidbody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ;
+ m_OrigGroundCheckDistance = m_GroundCheckDistance;
+ }
+
+
+ public void Move(Vector3 move, bool crouch, bool jump)
+ {
+
+ // convert the world relative moveInput vector into a local-relative
+ // turn amount and forward amount required to head in the desired
+ // direction.
+ if (move.magnitude > 1f) move.Normalize();
+ move = transform.InverseTransformDirection(move);
+ CheckGroundStatus();
+ move = Vector3.ProjectOnPlane(move, m_GroundNormal);
+ m_TurnAmount = Mathf.Atan2(move.x, move.z);
+ m_ForwardAmount = move.z;
+
+ ApplyExtraTurnRotation();
+
+ // control and velocity handling is different when grounded and airborne:
+ if (m_IsGrounded)
+ {
+ HandleGroundedMovement(crouch, jump);
+ }
+ else
+ {
+ HandleAirborneMovement();
+ }
+
+ ScaleCapsuleForCrouching(crouch);
+ PreventStandingInLowHeadroom();
+
+ // send input and other state parameters to the animator
+ UpdateAnimator(move);
+ }
+
+
+ void ScaleCapsuleForCrouching(bool crouch)
+ {
+ if (m_IsGrounded && crouch)
+ {
+ if (m_Crouching) return;
+ m_Capsule.height = m_Capsule.height / 2f;
+ m_Capsule.center = m_Capsule.center / 2f;
+ m_Crouching = true;
+ }
+ else
+ {
+ Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up * m_Capsule.radius * k_Half, Vector3.up);
+ float crouchRayLength = m_CapsuleHeight - m_Capsule.radius * k_Half;
+ if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength, Physics.AllLayers, QueryTriggerInteraction.Ignore))
+ {
+ m_Crouching = true;
+ return;
+ }
+ m_Capsule.height = m_CapsuleHeight;
+ m_Capsule.center = m_CapsuleCenter;
+ m_Crouching = false;
+ }
+ }
+
+ void PreventStandingInLowHeadroom()
+ {
+ // prevent standing up in crouch-only zones
+ if (!m_Crouching)
+ {
+ Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up * m_Capsule.radius * k_Half, Vector3.up);
+ float crouchRayLength = m_CapsuleHeight - m_Capsule.radius * k_Half;
+ if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength, Physics.AllLayers, QueryTriggerInteraction.Ignore))
+ {
+ m_Crouching = true;
+ }
+ }
+ }
+
+
+ void UpdateAnimator(Vector3 move)
+ {
+ // update the animator parameters
+ m_Animator.SetFloat("Forward", m_ForwardAmount, 0.1f, Time.deltaTime);
+ m_Animator.SetFloat("Turn", m_TurnAmount, 0.1f, Time.deltaTime);
+ m_Animator.SetBool("Crouch", m_Crouching);
+ m_Animator.SetBool("OnGround", m_IsGrounded);
+ if (!m_IsGrounded)
+ {
+ m_Animator.SetFloat("Jump", m_Rigidbody.velocity.y);
+ }
+
+ // calculate which leg is behind, so as to leave that leg trailing in the jump animation
+ // (This code is reliant on the specific run cycle offset in our animations,
+ // and assumes one leg passes the other at the normalized clip times of 0.0 and 0.5)
+ float runCycle =
+ Mathf.Repeat(
+ m_Animator.GetCurrentAnimatorStateInfo(0).normalizedTime + m_RunCycleLegOffset, 1);
+ float jumpLeg = (runCycle < k_Half ? 1 : -1) * m_ForwardAmount;
+ if (m_IsGrounded)
+ {
+ m_Animator.SetFloat("JumpLeg", jumpLeg);
+ }
+
+ // the anim speed multiplier allows the overall speed of walking/running to be tweaked in the inspector,
+ // which affects the movement speed because of the root motion.
+ if (m_IsGrounded && move.magnitude > 0)
+ {
+ m_Animator.speed = m_AnimSpeedMultiplier;
+ }
+ else
+ {
+ // don't use that while airborne
+ m_Animator.speed = 1;
+ }
+ }
+
+
+ void HandleAirborneMovement()
+ {
+ // apply extra gravity from multiplier:
+ Vector3 extraGravityForce = (Physics.gravity * m_GravityMultiplier) - Physics.gravity;
+ m_Rigidbody.AddForce(extraGravityForce);
+
+ m_GroundCheckDistance = m_Rigidbody.velocity.y < 0 ? m_OrigGroundCheckDistance : 0.01f;
+ }
+
+
+ void HandleGroundedMovement(bool crouch, bool jump)
+ {
+ // check whether conditions are right to allow a jump:
+ if (jump && !crouch && m_Animator.GetCurrentAnimatorStateInfo(0).IsName("Grounded"))
+ {
+ // jump!
+ m_Rigidbody.velocity = new Vector3(m_Rigidbody.velocity.x, m_JumpPower, m_Rigidbody.velocity.z);
+ m_IsGrounded = false;
+ m_Animator.applyRootMotion = false;
+ m_GroundCheckDistance = 0.1f;
+ }
+ }
+
+ void ApplyExtraTurnRotation()
+ {
+ // help the character turn faster (this is in addition to root rotation in the animation)
+ float turnSpeed = Mathf.Lerp(m_StationaryTurnSpeed, m_MovingTurnSpeed, m_ForwardAmount);
+ transform.Rotate(0, m_TurnAmount * turnSpeed * Time.deltaTime, 0);
+ }
+
+
+ public void OnAnimatorMove()
+ {
+ // we implement this function to override the default root motion.
+ // this allows us to modify the positional speed before it's applied.
+ if (m_IsGrounded && Time.deltaTime > 0)
+ {
+ Vector3 v = (m_Animator.deltaPosition * m_MoveSpeedMultiplier) / Time.deltaTime;
+
+ // we preserve the existing y part of the current velocity.
+ v.y = m_Rigidbody.velocity.y;
+ m_Rigidbody.velocity = v;
+ }
+ }
+
+
+ void CheckGroundStatus()
+ {
+ RaycastHit hitInfo;
+#if UNITY_EDITOR
+ // helper to visualise the ground check ray in the scene view
+ Debug.DrawLine(transform.position + (Vector3.up * 0.1f), transform.position + (Vector3.up * 0.1f) + (Vector3.down * m_GroundCheckDistance));
+#endif
+ // 0.1f is a small offset to start the ray from inside the character
+ // it is also good to note that the transform position in the sample assets is at the base of the character
+ if (Physics.Raycast(transform.position + (Vector3.up * 0.1f), Vector3.down, out hitInfo, m_GroundCheckDistance))
+ {
+ m_GroundNormal = hitInfo.normal;
+ m_IsGrounded = true;
+ m_Animator.applyRootMotion = true;
+ }
+ else
+ {
+ m_IsGrounded = false;
+ m_GroundNormal = Vector3.up;
+ m_Animator.applyRootMotion = false;
+ }
+ }
+ }
+}
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Scripts/ThirdPersonCharacter.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Scripts/ThirdPersonCharacter.cs.meta
new file mode 100644
index 0000000..180dc9e
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Scripts/ThirdPersonCharacter.cs.meta
@@ -0,0 +1,11 @@
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+MonoImporter:
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Scripts/ThirdPersonUserControl.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Scripts/ThirdPersonUserControl.cs
new file mode 100644
index 0000000..1911437
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Scripts/ThirdPersonUserControl.cs
@@ -0,0 +1,74 @@
+using System;
+using UnityEngine;
+
+namespace UnityStandardAssets.Characters.ThirdPerson.PunDemos
+{
+ [RequireComponent(typeof (ThirdPersonCharacter))]
+ public class ThirdPersonUserControl : MonoBehaviour
+ {
+ private ThirdPersonCharacter m_Character; // A reference to the ThirdPersonCharacter on the object
+ private Transform m_Cam; // A reference to the main camera in the scenes transform
+ private Vector3 m_CamForward; // The current forward direction of the camera
+ private Vector3 m_Move;
+ private bool m_Jump; // the world-relative desired move direction, calculated from the camForward and user input.
+
+
+ private void Start()
+ {
+ // get the transform of the main camera
+ if (Camera.main != null)
+ {
+ m_Cam = Camera.main.transform;
+ }
+ else
+ {
+ Debug.LogWarning(
+ "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls.", gameObject);
+ // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them!
+ }
+
+ // get the third person character ( this should never be null due to require component )
+ m_Character = GetComponent<ThirdPersonCharacter>();
+ }
+
+
+ private void Update()
+ {
+ if (!m_Jump)
+ {
+ m_Jump = Input.GetButtonDown("Jump");
+ }
+ }
+
+
+ // Fixed update is called in sync with physics
+ private void FixedUpdate()
+ {
+ // read inputs
+ float h = Input.GetAxis("Horizontal");
+ float v = Input.GetAxis("Vertical");
+ bool crouch = Input.GetKey(KeyCode.C);
+
+ // calculate move direction to pass to character
+ if (m_Cam != null)
+ {
+ // calculate camera relative direction to move:
+ m_CamForward = Vector3.Scale(m_Cam.forward, new Vector3(1, 0, 1)).normalized;
+ m_Move = v*m_CamForward + h*m_Cam.right;
+ }
+ else
+ {
+ // we use world-relative directions in the case of no main camera
+ m_Move = v*Vector3.forward + h*Vector3.right;
+ }
+#if !MOBILE_INPUT
+ // walk speed multiplier
+ if (Input.GetKey(KeyCode.LeftShift)) m_Move *= 0.5f;
+#endif
+
+ // pass all parameters to the character control script
+ m_Character.Move(m_Move, crouch, m_Jump);
+ m_Jump = false;
+ }
+ }
+}
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new file mode 100644
index 0000000..1d58d09
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/Shared Assets/Skin/3dText.shader
@@ -0,0 +1,18 @@
+Shader "GUI/3D Text Shader" {
+ Properties {
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+
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+ Pass {
+ Color [_Color]
+ SetTexture [_MainTex] {
+ combine primary, texture * primary
+ }
+ }
+ }
+} \ No newline at end of file
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+------------------------------------------------------------------------
+The eurofurence typeface family by tobias b koehler (unci@tigerden.com)
+------------------------------------------------------------------------
+
+This is a family of geometric rounded sans serif fonts consisting of
+three weights (light, medium, bold) in upright and italic styles,
+originally designed for EuroFurence, the first European furry convention
+1995 in Kaiser-Wilhelm-Koog.
+
+The character set includes Roman, Greek and Cyrillic characters.
+File format is TrueType for PC (under Windows, Linux etc).
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+contact me at unci@tigerden.com if you put them on a server. Free
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+
+For more information, please see the uncifonts WWW page at:
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+
+Have fun! tobias b koehler, 2000-04-02 \ No newline at end of file
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/WebRpcImplementationExample.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/Demos/WebRpcImplementationExample.cs
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+// ----------------------------------------------------------------------------
+// <copyright file="WebRpcImplementationExample.cs" company="Exit Games GmbH">
+// PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH
+// </copyright>
+// <summary>
+// Sample of best practices when implementing & handling WebRPCs.
+// </summary>
+// <author>developer@exitgames.com</author>
+// ----------------------------------------------------------------------------
+
+using ExitGames.Client.Photon;
+using Photon.Realtime;
+using UnityEngine;
+
+namespace Photon.Pun.Demo
+{
+
+ /// <summary>
+ /// This class is a sample of how to implement WebRPCs calling & callbacks.
+ /// </summary>
+ public class WebRpcImplementationExample : MonoBehaviour, IWebRpcCallback
+ {
+ /// <summary>
+ /// example of WebRPC method name, add yours as enum or constants to avoid typos and have them in one place
+ /// </summary>
+ public const string GetGameListWebRpcMethodName = "GetGameList";
+
+ public void OnWebRpcResponse(OperationResponse response)
+ {
+ Debug.LogFormat("WebRPC operation response {0}", response.ToStringFull());
+ switch (response.ReturnCode)
+ {
+ case ErrorCode.Ok:
+ WebRpcResponse webRpcResponse = new WebRpcResponse(response);
+ Debug.LogFormat("Parsed WebRPC response {0}", response.ToStringFull());
+ if (string.IsNullOrEmpty(webRpcResponse.Name))
+ {
+ Debug.LogError("Unexpected: WebRPC response did not contain WebRPC method name");
+ }
+ if (webRpcResponse.ResultCode == 0) // success
+ {
+ switch (webRpcResponse.Name)
+ {
+ // todo: add your code here
+ case GetGameListWebRpcMethodName: // example
+ // ...
+ break;
+ }
+ }
+ else if (webRpcResponse.ResultCode == -1)
+ {
+ Debug.LogErrorFormat("Web server did not return ResultCode for WebRPC method=\"{0}\", Message={1}", webRpcResponse.Name, webRpcResponse.Message);
+ }
+ else
+ {
+ Debug.LogErrorFormat("Web server returned ResultCode={0} for WebRPC method=\"{1}\", Message={2}", webRpcResponse.ResultCode, webRpcResponse.Name, webRpcResponse.Message);
+ }
+ break;
+ case ErrorCode.ExternalHttpCallFailed: // web service unreachable
+ Debug.LogErrorFormat("WebRPC call failed as request could not be sent to the server. {0}", response.DebugMessage);
+ break;
+ case ErrorCode.HttpLimitReached: // too many WebRPCs in a short period of time
+ // the debug message should contain the limit exceeded
+ Debug.LogErrorFormat("WebRPCs rate limit exceeded: {0}", response.DebugMessage);
+ break;
+ case ErrorCode.InvalidOperation: // WebRPC not configured at all OR not configured properly OR trying to send on name server
+ if (PhotonNetwork.Server == ServerConnection.NameServer)
+ {
+ Debug.LogErrorFormat("WebRPC not supported on NameServer. {0}", response.DebugMessage);
+ }
+ else
+ {
+ Debug.LogErrorFormat("WebRPC not properly configured or not configured at all. {0}", response.DebugMessage);
+ }
+ break;
+ default:
+ // other unknown error, unexpected
+ Debug.LogErrorFormat("Unexpected error, {0} {1}", response.ReturnCode, response.DebugMessage);
+ break;
+ }
+ }
+
+ public void WebRpcExampleCall()
+ {
+ WebRpcCall(GetGameListWebRpcMethodName);
+ }
+
+ public static void WebRpcCall(string methodName, object parameters = null, bool sendAuthCookieIfAny = false)
+ {
+ if (string.IsNullOrEmpty(methodName))
+ {
+ Debug.LogError("WebRpc method name must not be null nor empty");
+ return;
+ }
+ if (!PhotonNetwork.WebRpc(methodName, parameters, sendAuthCookieIfAny))
+ {
+ Debug.LogErrorFormat("Error sending WebRPC \"{0}\" (\"{1}\") request, check the previous error logs for more details", methodName, parameters);
+ }
+ }
+
+ private void OnEnable()
+ {
+ PhotonNetwork.AddCallbackTarget(this);
+ }
+
+ private void OnDisable()
+ {
+ PhotonNetwork.RemoveCallbackTarget(this);
+ }
+ }
+} \ No newline at end of file
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+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!114 &11400000
+MonoBehaviour:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
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+ m_Enabled: 1
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+ m_Name: PhotonServerSettings
+ m_EditorClassIdentifier:
+ AppSettings:
+ AppIdRealtime: f9f5ca76-8e7d-4274-98d5-7a2a24cb04bb
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Culling/CullArea.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Culling/CullArea.cs
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index 0000000..0af640f
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Culling/CullArea.cs
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+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="CullArea.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Utilities,
+// </copyright>
+// <summary>
+// Represents the cull area used for network culling.
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace Photon.Pun.UtilityScripts
+{
+ using System;
+
+
+ /// <summary>
+ /// Represents the cull area used for network culling.
+ /// </summary>
+ public class CullArea : MonoBehaviour
+ {
+ private const int MAX_NUMBER_OF_ALLOWED_CELLS = 250;
+
+ public const int MAX_NUMBER_OF_SUBDIVISIONS = 3;
+
+ /// <summary>
+ /// This represents the first ID which is assigned to the first created cell.
+ /// If you already have some interest groups blocking this first ID, fell free to change it.
+ /// However increasing the first group ID decreases the maximum amount of allowed cells.
+ /// Allowed values are in range from 1 to 250.
+ /// </summary>
+ public readonly byte FIRST_GROUP_ID = 1;
+
+ /// <summary>
+ /// This represents the order in which updates are sent.
+ /// The number represents the subdivision of the cell hierarchy:
+ /// - 0: message is sent to all players
+ /// - 1: message is sent to players who are interested in the matching cell of the first subdivision
+ /// If there is only one subdivision we are sending one update to all players
+ /// before sending three consequent updates only to players who are in the same cell
+ /// or interested in updates of the current cell.
+ /// </summary>
+ public readonly int[] SUBDIVISION_FIRST_LEVEL_ORDER = new int[4] { 0, 1, 1, 1 };
+
+ /// <summary>
+ /// This represents the order in which updates are sent.
+ /// The number represents the subdivision of the cell hierarchy:
+ /// - 0: message is sent to all players
+ /// - 1: message is sent to players who are interested in the matching cell of the first subdivision
+ /// - 2: message is sent to players who are interested in the matching cell of the second subdivision
+ /// If there are two subdivisions we are sending every second update only to players
+ /// who are in the same cell or interested in updates of the current cell.
+ /// </summary>
+ public readonly int[] SUBDIVISION_SECOND_LEVEL_ORDER = new int[8] { 0, 2, 1, 2, 0, 2, 1, 2 };
+
+ /// <summary>
+ /// This represents the order in which updates are sent.
+ /// The number represents the subdivision of the cell hierarchy:
+ /// - 0: message is sent to all players
+ /// - 1: message is sent to players who are interested in the matching cell of the first subdivision
+ /// - 2: message is sent to players who are interested in the matching cell of the second subdivision
+ /// - 3: message is sent to players who are interested in the matching cell of the third subdivision
+ /// If there are two subdivisions we are sending every second update only to players
+ /// who are in the same cell or interested in updates of the current cell.
+ /// </summary>
+ public readonly int[] SUBDIVISION_THIRD_LEVEL_ORDER = new int[12] { 0, 3, 2, 3, 1, 3, 2, 3, 1, 3, 2, 3 };
+
+ public Vector2 Center;
+ public Vector2 Size = new Vector2(25.0f, 25.0f);
+
+ public Vector2[] Subdivisions = new Vector2[MAX_NUMBER_OF_SUBDIVISIONS];
+
+ public int NumberOfSubdivisions;
+
+ public int CellCount { get; private set; }
+
+ public CellTree CellTree { get; private set; }
+
+ public Dictionary<int, GameObject> Map { get; private set; }
+
+ public bool YIsUpAxis = false;
+ public bool RecreateCellHierarchy = false;
+
+ private byte idCounter;
+
+ /// <summary>
+ /// Creates the cell hierarchy at runtime.
+ /// </summary>
+ private void Awake()
+ {
+ this.idCounter = this.FIRST_GROUP_ID;
+
+ this.CreateCellHierarchy();
+ }
+
+ /// <summary>
+ /// Creates the cell hierarchy in editor and draws the cell view.
+ /// </summary>
+ public void OnDrawGizmos()
+ {
+ this.idCounter = this.FIRST_GROUP_ID;
+
+ if (this.RecreateCellHierarchy)
+ {
+ this.CreateCellHierarchy();
+ }
+
+ this.DrawCells();
+ }
+
+ /// <summary>
+ /// Creates the cell hierarchy.
+ /// </summary>
+ private void CreateCellHierarchy()
+ {
+ if (!this.IsCellCountAllowed())
+ {
+ if (Debug.isDebugBuild)
+ {
+ Debug.LogError("There are too many cells created by your subdivision options. Maximum allowed number of cells is " + (MAX_NUMBER_OF_ALLOWED_CELLS - this.FIRST_GROUP_ID) +
+ ". Current number of cells is " + this.CellCount + ".");
+ return;
+ }
+ else
+ {
+ Application.Quit();
+ }
+ }
+
+ CellTreeNode rootNode = new CellTreeNode(this.idCounter++, CellTreeNode.ENodeType.Root, null);
+
+ if (this.YIsUpAxis)
+ {
+ this.Center = new Vector2(transform.position.x, transform.position.y);
+ this.Size = new Vector2(transform.localScale.x, transform.localScale.y);
+
+ rootNode.Center = new Vector3(this.Center.x, this.Center.y, 0.0f);
+ rootNode.Size = new Vector3(this.Size.x, this.Size.y, 0.0f);
+ rootNode.TopLeft = new Vector3((this.Center.x - (this.Size.x / 2.0f)), (this.Center.y - (this.Size.y / 2.0f)), 0.0f);
+ rootNode.BottomRight = new Vector3((this.Center.x + (this.Size.x / 2.0f)), (this.Center.y + (this.Size.y / 2.0f)), 0.0f);
+ }
+ else
+ {
+ this.Center = new Vector2(transform.position.x, transform.position.z);
+ this.Size = new Vector2(transform.localScale.x, transform.localScale.z);
+
+ rootNode.Center = new Vector3(this.Center.x, 0.0f, this.Center.y);
+ rootNode.Size = new Vector3(this.Size.x, 0.0f, this.Size.y);
+ rootNode.TopLeft = new Vector3((this.Center.x - (this.Size.x / 2.0f)), 0.0f, (this.Center.y - (this.Size.y / 2.0f)));
+ rootNode.BottomRight = new Vector3((this.Center.x + (this.Size.x / 2.0f)), 0.0f, (this.Center.y + (this.Size.y / 2.0f)));
+ }
+
+ this.CreateChildCells(rootNode, 1);
+
+ this.CellTree = new CellTree(rootNode);
+
+ this.RecreateCellHierarchy = false;
+ }
+
+ /// <summary>
+ /// Creates all child cells.
+ /// </summary>
+ /// <param name="parent">The current parent node.</param>
+ /// <param name="cellLevelInHierarchy">The cell level within the current hierarchy.</param>
+ private void CreateChildCells(CellTreeNode parent, int cellLevelInHierarchy)
+ {
+ if (cellLevelInHierarchy > this.NumberOfSubdivisions)
+ {
+ return;
+ }
+
+ int rowCount = (int)this.Subdivisions[(cellLevelInHierarchy - 1)].x;
+ int columnCount = (int)this.Subdivisions[(cellLevelInHierarchy - 1)].y;
+
+ float startX = parent.Center.x - (parent.Size.x / 2.0f);
+ float width = parent.Size.x / rowCount;
+
+ for (int row = 0; row < rowCount; ++row)
+ {
+ for (int column = 0; column < columnCount; ++column)
+ {
+ float xPos = startX + (row * width) + (width / 2.0f);
+
+ CellTreeNode node = new CellTreeNode(this.idCounter++, (this.NumberOfSubdivisions == cellLevelInHierarchy) ? CellTreeNode.ENodeType.Leaf : CellTreeNode.ENodeType.Node, parent);
+
+ if (this.YIsUpAxis)
+ {
+ float startY = parent.Center.y - (parent.Size.y / 2.0f);
+ float height = parent.Size.y / columnCount;
+ float yPos = startY + (column * height) + (height / 2.0f);
+
+ node.Center = new Vector3(xPos, yPos, 0.0f);
+ node.Size = new Vector3(width, height, 0.0f);
+ node.TopLeft = new Vector3(xPos - (width / 2.0f), yPos - (height / 2.0f), 0.0f);
+ node.BottomRight = new Vector3(xPos + (width / 2.0f), yPos + (height / 2.0f), 0.0f);
+ }
+ else
+ {
+ float startZ = parent.Center.z - (parent.Size.z / 2.0f);
+ float depth = parent.Size.z / columnCount;
+ float zPos = startZ + (column * depth) + (depth / 2.0f);
+
+ node.Center = new Vector3(xPos, 0.0f, zPos);
+ node.Size = new Vector3(width, 0.0f, depth);
+ node.TopLeft = new Vector3(xPos - (width / 2.0f), 0.0f, zPos - (depth / 2.0f));
+ node.BottomRight = new Vector3(xPos + (width / 2.0f), 0.0f, zPos + (depth / 2.0f));
+ }
+
+ parent.AddChild(node);
+
+ this.CreateChildCells(node, (cellLevelInHierarchy + 1));
+ }
+ }
+ }
+
+ /// <summary>
+ /// Draws the cells.
+ /// </summary>
+ private void DrawCells()
+ {
+ if ((this.CellTree != null) && (this.CellTree.RootNode != null))
+ {
+ this.CellTree.RootNode.Draw();
+ }
+ else
+ {
+ this.RecreateCellHierarchy = true;
+ }
+ }
+
+ /// <summary>
+ /// Checks if the cell count is allowed.
+ /// </summary>
+ /// <returns>True if the cell count is allowed, false if the cell count is too large.</returns>
+ private bool IsCellCountAllowed()
+ {
+ int horizontalCells = 1;
+ int verticalCells = 1;
+
+ foreach (Vector2 v in this.Subdivisions)
+ {
+ horizontalCells *= (int)v.x;
+ verticalCells *= (int)v.y;
+ }
+
+ this.CellCount = horizontalCells * verticalCells;
+
+ return (this.CellCount <= (MAX_NUMBER_OF_ALLOWED_CELLS - this.FIRST_GROUP_ID));
+ }
+
+ /// <summary>
+ /// Gets a list of all cell IDs the player is currently inside or nearby.
+ /// </summary>
+ /// <param name="position">The current position of the player.</param>
+ /// <returns>A list containing all cell IDs the player is currently inside or nearby.</returns>
+ public List<byte> GetActiveCells(Vector3 position)
+ {
+ List<byte> activeCells = new List<byte>(0);
+ this.CellTree.RootNode.GetActiveCells(activeCells, this.YIsUpAxis, position);
+
+ // it makes sense to sort the "nearby" cells. those are in the list in positions after the subdivisions the point is inside. 2 subdivisions result in 3 areas the point is in.
+ int cellsActive = this.NumberOfSubdivisions + 1;
+ int cellsNearby = activeCells.Count - cellsActive;
+ if (cellsNearby > 0)
+ {
+ activeCells.Sort(cellsActive, cellsNearby, new ByteComparer());
+ }
+ return activeCells;
+ }
+ }
+
+ /// <summary>
+ /// Represents the tree accessible from its root node.
+ /// </summary>
+ public class CellTree
+ {
+ /// <summary>
+ /// Represents the root node of the cell tree.
+ /// </summary>
+ public CellTreeNode RootNode { get; private set; }
+
+ /// <summary>
+ /// Default constructor.
+ /// </summary>
+ public CellTree()
+ {
+ }
+
+ /// <summary>
+ /// Constructor to define the root node.
+ /// </summary>
+ /// <param name="root">The root node of the tree.</param>
+ public CellTree(CellTreeNode root)
+ {
+ this.RootNode = root;
+ }
+ }
+
+ /// <summary>
+ /// Represents a single node of the tree.
+ /// </summary>
+ public class CellTreeNode
+ {
+ public enum ENodeType : byte
+ {
+ Root = 0,
+ Node = 1,
+ Leaf = 2
+ }
+
+ /// <summary>
+ /// Represents the unique ID of the cell.
+ /// </summary>
+ public byte Id;
+
+ /// <summary>
+ /// Represents the center, top-left or bottom-right position of the cell
+ /// or the size of the cell.
+ /// </summary>
+ public Vector3 Center, Size, TopLeft, BottomRight;
+
+ /// <summary>
+ /// Describes the current node type of the cell tree node.
+ /// </summary>
+ public ENodeType NodeType;
+
+ /// <summary>
+ /// Reference to the parent node.
+ /// </summary>
+ public CellTreeNode Parent;
+
+ /// <summary>
+ /// A list containing all child nodes.
+ /// </summary>
+ public List<CellTreeNode> Childs;
+
+ /// <summary>
+ /// The max distance the player can have to the center of the cell for being 'nearby'.
+ /// This is calculated once at runtime.
+ /// </summary>
+ private float maxDistance;
+
+ /// <summary>
+ /// Default constructor.
+ /// </summary>
+ public CellTreeNode()
+ {
+ }
+
+ /// <summary>
+ /// Constructor to define the ID and the node type as well as setting a parent node.
+ /// </summary>
+ /// <param name="id">The ID of the cell is used as the interest group.</param>
+ /// <param name="nodeType">The node type of the cell tree node.</param>
+ /// <param name="parent">The parent node of the cell tree node.</param>
+ public CellTreeNode(byte id, ENodeType nodeType, CellTreeNode parent)
+ {
+ this.Id = id;
+
+ this.NodeType = nodeType;
+
+ this.Parent = parent;
+ }
+
+ /// <summary>
+ /// Adds the given child to the node.
+ /// </summary>
+ /// <param name="child">The child which is added to the node.</param>
+ public void AddChild(CellTreeNode child)
+ {
+ if (this.Childs == null)
+ {
+ this.Childs = new List<CellTreeNode>(1);
+ }
+
+ this.Childs.Add(child);
+ }
+
+ /// <summary>
+ /// Draws the cell in the editor.
+ /// </summary>
+ public void Draw()
+ {
+#if UNITY_EDITOR
+ if (this.Childs != null)
+ {
+ foreach (CellTreeNode node in this.Childs)
+ {
+ node.Draw();
+ }
+ }
+
+ Gizmos.color = new Color((this.NodeType == ENodeType.Root) ? 1 : 0, (this.NodeType == ENodeType.Node) ? 1 : 0, (this.NodeType == ENodeType.Leaf) ? 1 : 0);
+ Gizmos.DrawWireCube(this.Center, this.Size);
+
+ byte offset = (byte)this.NodeType;
+ GUIStyle gs = new GUIStyle() { fontStyle = FontStyle.Bold };
+ gs.normal.textColor = Gizmos.color;
+ UnityEditor.Handles.Label(this.Center+(Vector3.forward*offset*1f), this.Id.ToString(), gs);
+#endif
+ }
+
+ /// <summary>
+ /// Gathers all cell IDs the player is currently inside or nearby.
+ /// </summary>
+ /// <param name="activeCells">The list to add all cell IDs to the player is currently inside or nearby.</param>
+ /// <param name="yIsUpAxis">Describes if the y-axis is used as up-axis.</param>
+ /// <param name="position">The current position of the player.</param>
+ public void GetActiveCells(List<byte> activeCells, bool yIsUpAxis, Vector3 position)
+ {
+ if (this.NodeType != ENodeType.Leaf)
+ {
+ foreach (CellTreeNode node in this.Childs)
+ {
+ node.GetActiveCells(activeCells, yIsUpAxis, position);
+ }
+ }
+ else
+ {
+ if (this.IsPointNearCell(yIsUpAxis, position))
+ {
+ if (this.IsPointInsideCell(yIsUpAxis, position))
+ {
+ activeCells.Insert(0, this.Id);
+
+ CellTreeNode p = this.Parent;
+ while (p != null)
+ {
+ activeCells.Insert(0, p.Id);
+
+ p = p.Parent;
+ }
+ }
+ else
+ {
+ activeCells.Add(this.Id);
+ }
+ }
+ }
+ }
+
+ /// <summary>
+ /// Checks if the given point is inside the cell.
+ /// </summary>
+ /// <param name="yIsUpAxis">Describes if the y-axis is used as up-axis.</param>
+ /// <param name="point">The point to check.</param>
+ /// <returns>True if the point is inside the cell, false if the point is not inside the cell.</returns>
+ public bool IsPointInsideCell(bool yIsUpAxis, Vector3 point)
+ {
+ if ((point.x < this.TopLeft.x) || (point.x > this.BottomRight.x))
+ {
+ return false;
+ }
+
+ if (yIsUpAxis)
+ {
+ if ((point.y >= this.TopLeft.y) && (point.y <= this.BottomRight.y))
+ {
+ return true;
+ }
+ }
+ else
+ {
+ if ((point.z >= this.TopLeft.z) && (point.z <= this.BottomRight.z))
+ {
+ return true;
+ }
+ }
+
+ return false;
+ }
+
+ /// <summary>
+ /// Checks if the given point is near the cell.
+ /// </summary>
+ /// <param name="yIsUpAxis">Describes if the y-axis is used as up-axis.</param>
+ /// <param name="point">The point to check.</param>
+ /// <returns>True if the point is near the cell, false if the point is too far away.</returns>
+ public bool IsPointNearCell(bool yIsUpAxis, Vector3 point)
+ {
+ if (this.maxDistance == 0.0f)
+ {
+ this.maxDistance = (this.Size.x + this.Size.y + this.Size.z) / 2.0f;
+ }
+
+ return ((point - this.Center).sqrMagnitude <= (this.maxDistance * this.maxDistance));
+ }
+ }
+
+
+ public class ByteComparer : IComparer<byte>
+ {
+ /// <inheritdoc />
+ public int Compare(byte x, byte y)
+ {
+ return x == y ? 0 : x < y ? -1 : 1;
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Culling/CullArea.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Culling/CullArea.cs.meta
new file mode 100644
index 0000000..9f081cd
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Culling/CullArea.cs.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: dfb1c264fdc576442b2f42c998bed4a2
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Culling/CullingHandler.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Culling/CullingHandler.cs
new file mode 100644
index 0000000..eb90b22
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Culling/CullingHandler.cs
@@ -0,0 +1,254 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="CullingHandler.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Utilities,
+// </copyright>
+// <summary>
+// Handles the network culling.
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using System.Collections.Generic;
+
+using UnityEngine;
+
+using Photon.Pun;
+
+namespace Photon.Pun.UtilityScripts
+{
+ using ExitGames.Client.Photon;
+
+
+ /// <summary>
+ /// Handles the network culling.
+ /// </summary>
+ [RequireComponent(typeof(PhotonView))]
+ public class CullingHandler : MonoBehaviour, IPunObservable
+ {
+ #region VARIABLES
+
+ private int orderIndex;
+
+ private CullArea cullArea;
+
+ private List<byte> previousActiveCells, activeCells;
+
+ private PhotonView pView;
+
+ private Vector3 lastPosition, currentPosition;
+
+
+ // used to limit the number of UpdateInterestGroups calls per second (there is no use to change groups more than a few times per second, even if the Culling algorithm makes it look like that)
+ private float timeSinceUpdate;
+ // see timeSinceUpdate
+ private float timeBetweenUpdatesMin = 0.33f;
+
+
+ #endregion
+
+ #region UNITY_FUNCTIONS
+
+ /// <summary>
+ /// Gets references to the PhotonView component and the cull area game object.
+ /// </summary>
+ private void OnEnable()
+ {
+ if (this.pView == null)
+ {
+ this.pView = GetComponent<PhotonView>();
+
+ if (!this.pView.IsMine)
+ {
+ return;
+ }
+ }
+
+ if (this.cullArea == null)
+ {
+ this.cullArea = FindObjectOfType<CullArea>();
+ }
+
+ this.previousActiveCells = new List<byte>(0);
+ this.activeCells = new List<byte>(0);
+
+ this.currentPosition = this.lastPosition = transform.position;
+ }
+
+ /// <summary>
+ /// Initializes the right interest group or prepares the permanent change of the interest Group of the PhotonView component.
+ /// </summary>
+ private void Start()
+ {
+ if (!this.pView.IsMine)
+ {
+ return;
+ }
+
+ if (PhotonNetwork.InRoom)
+ {
+ if (this.cullArea.NumberOfSubdivisions == 0)
+ {
+ this.pView.Group = this.cullArea.FIRST_GROUP_ID;
+
+ PhotonNetwork.SetInterestGroups(this.cullArea.FIRST_GROUP_ID, true);
+ }
+ else
+ {
+ // This is used to continuously update the active group.
+ this.pView.ObservedComponents.Add(this);
+ }
+ }
+ }
+
+
+
+ /// <summary>
+ /// Checks if the player has moved previously and updates the interest groups if necessary.
+ /// </summary>
+ private void Update()
+ {
+ if (!this.pView.IsMine)
+ {
+ return;
+ }
+
+ // we'll limit how often this update may run at all (to avoid too frequent changes and flooding the server with SetInterestGroups calls)
+ this.timeSinceUpdate += Time.deltaTime;
+ if (this.timeSinceUpdate < this.timeBetweenUpdatesMin)
+ {
+ return;
+ }
+
+ this.lastPosition = this.currentPosition;
+ this.currentPosition = transform.position;
+
+ // This is a simple position comparison of the current and the previous position.
+ // When using Network Culling in a bigger project keep in mind that there might
+ // be more transform-related options, e.g. the rotation, or other options to check.
+ if (this.currentPosition != this.lastPosition)
+ {
+ if (this.HaveActiveCellsChanged())
+ {
+ this.UpdateInterestGroups();
+ this.timeSinceUpdate = 0;
+ }
+ }
+ }
+
+ /// <summary>
+ /// Drawing informations.
+ /// </summary>
+ private void OnGUI()
+ {
+ if (!this.pView.IsMine)
+ {
+ return;
+ }
+
+ string subscribedAndActiveCells = "Inside cells:\n";
+ string subscribedCells = "Subscribed cells:\n";
+
+ for (int index = 0; index < this.activeCells.Count; ++index)
+ {
+ if (index <= this.cullArea.NumberOfSubdivisions)
+ {
+ subscribedAndActiveCells += this.activeCells[index] + " | ";
+ }
+
+ subscribedCells += this.activeCells[index] + " | ";
+ }
+ GUI.Label(new Rect(20.0f, Screen.height - 120.0f, 200.0f, 40.0f), "<color=white>PhotonView Group: " + this.pView.Group + "</color>", new GUIStyle() { alignment = TextAnchor.UpperLeft, fontSize = 16 });
+ GUI.Label(new Rect(20.0f, Screen.height - 100.0f, 200.0f, 40.0f), "<color=white>" + subscribedAndActiveCells + "</color>", new GUIStyle() { alignment = TextAnchor.UpperLeft, fontSize = 16 });
+ GUI.Label(new Rect(20.0f, Screen.height - 60.0f, 200.0f, 40.0f), "<color=white>" + subscribedCells + "</color>", new GUIStyle() { alignment = TextAnchor.UpperLeft, fontSize = 16 });
+ }
+
+ #endregion
+
+ /// <summary>
+ /// Checks if the previously active cells have changed.
+ /// </summary>
+ /// <returns>True if the previously active cells have changed and false otherwise.</returns>
+ private bool HaveActiveCellsChanged()
+ {
+ if (this.cullArea.NumberOfSubdivisions == 0)
+ {
+ return false;
+ }
+
+ this.previousActiveCells = new List<byte>(this.activeCells);
+ this.activeCells = this.cullArea.GetActiveCells(transform.position);
+
+ // If the player leaves the area we insert the whole area itself as an active cell.
+ // This can be removed if it is sure that the player is not able to leave the area.
+ while (this.activeCells.Count <= this.cullArea.NumberOfSubdivisions)
+ {
+ this.activeCells.Add(this.cullArea.FIRST_GROUP_ID);
+ }
+
+ if (this.activeCells.Count != this.previousActiveCells.Count)
+ {
+ return true;
+ }
+
+ if (this.activeCells[this.cullArea.NumberOfSubdivisions] != this.previousActiveCells[this.cullArea.NumberOfSubdivisions])
+ {
+ return true;
+ }
+
+ return false;
+ }
+
+ /// <summary>
+ /// Unsubscribes from old and subscribes to new interest groups.
+ /// </summary>
+ private void UpdateInterestGroups()
+ {
+ List<byte> disable = new List<byte>(0);
+
+ foreach (byte groupId in this.previousActiveCells)
+ {
+ if (!this.activeCells.Contains(groupId))
+ {
+ disable.Add(groupId);
+ }
+ }
+
+ PhotonNetwork.SetInterestGroups(disable.ToArray(), this.activeCells.ToArray());
+ }
+
+ #region IPunObservable implementation
+
+ /// <summary>
+ /// This time OnPhotonSerializeView is not used to send or receive any kind of data.
+ /// It is used to change the currently active group of the PhotonView component, making it work together with PUN more directly.
+ /// Keep in mind that this function is only executed, when there is at least one more player in the room.
+ /// </summary>
+ public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
+ {
+ // If the player leaves the area we insert the whole area itself as an active cell.
+ // This can be removed if it is sure that the player is not able to leave the area.
+ while (this.activeCells.Count <= this.cullArea.NumberOfSubdivisions)
+ {
+ this.activeCells.Add(this.cullArea.FIRST_GROUP_ID);
+ }
+
+ if (this.cullArea.NumberOfSubdivisions == 1)
+ {
+ this.orderIndex = (++this.orderIndex % this.cullArea.SUBDIVISION_FIRST_LEVEL_ORDER.Length);
+ this.pView.Group = this.activeCells[this.cullArea.SUBDIVISION_FIRST_LEVEL_ORDER[this.orderIndex]];
+ }
+ else if (this.cullArea.NumberOfSubdivisions == 2)
+ {
+ this.orderIndex = (++this.orderIndex % this.cullArea.SUBDIVISION_SECOND_LEVEL_ORDER.Length);
+ this.pView.Group = this.activeCells[this.cullArea.SUBDIVISION_SECOND_LEVEL_ORDER[this.orderIndex]];
+ }
+ else if (this.cullArea.NumberOfSubdivisions == 3)
+ {
+ this.orderIndex = (++this.orderIndex % this.cullArea.SUBDIVISION_THIRD_LEVEL_ORDER.Length);
+ this.pView.Group = this.activeCells[this.cullArea.SUBDIVISION_THIRD_LEVEL_ORDER[this.orderIndex]];
+ }
+ }
+
+ #endregion
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Culling/CullingHandler.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Culling/CullingHandler.cs.meta
new file mode 100644
index 0000000..74b7441
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Culling/CullingHandler.cs.meta
@@ -0,0 +1,8 @@
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+guid: 84db789113d4b01418c1becb128c4561
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Culling/Editor.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Culling/Editor.meta
new file mode 100644
index 0000000..305366f
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Culling/Editor.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: fcede10f4c76b443483f21320fee20e5
+folderAsset: yes
+timeCreated: 1529329408
+licenseType: Store
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Culling/Editor/CullAreaEditor.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Culling/Editor/CullAreaEditor.cs
new file mode 100644
index 0000000..b306eeb
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Culling/Editor/CullAreaEditor.cs
@@ -0,0 +1,265 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="CullAreaEditor.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Utilities,
+// </copyright>
+// <summary>
+// Custom inspector for CullArea
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEditor;
+using UnityEngine;
+
+namespace Photon.Pun.UtilityScripts
+{
+ [CanEditMultipleObjects]
+ [CustomEditor(typeof(CullArea))]
+ public class CullAreaEditor : Editor
+ {
+ private bool alignEditorCamera, showHelpEntries;
+
+ private CullArea cullArea;
+
+ private enum UP_AXIS_OPTIONS
+ {
+ SideScrollerMode = 0,
+ TopDownOr3DMode = 1
+ }
+
+ private UP_AXIS_OPTIONS upAxisOptions;
+
+ public void OnEnable()
+ {
+ cullArea = (CullArea)target;
+
+ // Destroying the newly created cull area if there is already one existing
+ if (FindObjectsOfType<CullArea>().Length > 1)
+ {
+ Debug.LogWarning("Destroying newly created cull area because there is already one existing in the scene.");
+
+ DestroyImmediate(cullArea);
+
+ return;
+ }
+
+ // Prevents the dropdown from resetting
+ if (cullArea != null)
+ {
+ upAxisOptions = cullArea.YIsUpAxis ? UP_AXIS_OPTIONS.SideScrollerMode : UP_AXIS_OPTIONS.TopDownOr3DMode;
+ }
+ }
+
+ public override void OnInspectorGUI()
+ {
+ EditorGUILayout.BeginVertical();
+
+ if (Application.isEditor && !Application.isPlaying)
+ {
+ OnInspectorGUIEditMode();
+ }
+ else
+ {
+ OnInspectorGUIPlayMode();
+ }
+
+ EditorGUILayout.EndVertical();
+ }
+
+ /// <summary>
+ /// Represents the inspector GUI when edit mode is active.
+ /// </summary>
+ private void OnInspectorGUIEditMode()
+ {
+ EditorGUI.BeginChangeCheck();
+
+ #region DEFINE_UP_AXIS
+
+ {
+ EditorGUILayout.BeginVertical();
+ EditorGUILayout.LabelField("Select game type", EditorStyles.boldLabel);
+ upAxisOptions = (UP_AXIS_OPTIONS)EditorGUILayout.EnumPopup("Game type", upAxisOptions);
+ cullArea.YIsUpAxis = (upAxisOptions == UP_AXIS_OPTIONS.SideScrollerMode);
+ EditorGUILayout.EndVertical();
+ }
+
+ #endregion
+
+ EditorGUILayout.Space();
+
+ #region SUBDIVISION
+
+ {
+ EditorGUILayout.BeginVertical();
+ EditorGUILayout.LabelField("Set the number of subdivisions", EditorStyles.boldLabel);
+ cullArea.NumberOfSubdivisions = EditorGUILayout.IntSlider("Number of subdivisions", cullArea.NumberOfSubdivisions, 0, CullArea.MAX_NUMBER_OF_SUBDIVISIONS);
+ EditorGUILayout.EndVertical();
+
+ EditorGUILayout.Space();
+
+ if (cullArea.NumberOfSubdivisions != 0)
+ {
+ for (int index = 0; index < cullArea.Subdivisions.Length; ++index)
+ {
+ if ((index + 1) <= cullArea.NumberOfSubdivisions)
+ {
+ string countMessage = (index + 1) + ". Subdivision: row / column count";
+
+ EditorGUILayout.BeginVertical();
+ cullArea.Subdivisions[index] = EditorGUILayout.Vector2Field(countMessage, cullArea.Subdivisions[index]);
+ EditorGUILayout.EndVertical();
+
+ EditorGUILayout.Space();
+ }
+ else
+ {
+ cullArea.Subdivisions[index] = new UnityEngine.Vector2(1, 1);
+ }
+ }
+ }
+ }
+
+ #endregion
+
+ EditorGUILayout.Space();
+
+ #region UPDATING_MAIN_CAMERA
+
+ {
+ EditorGUILayout.BeginVertical();
+
+ EditorGUILayout.LabelField("View and camera options", EditorStyles.boldLabel);
+ alignEditorCamera = EditorGUILayout.Toggle("Automatically align editor view with grid", alignEditorCamera);
+
+ if (Camera.main != null)
+ {
+ if (GUILayout.Button("Align main camera with grid"))
+ {
+ Undo.RecordObject(Camera.main.transform, "Align main camera with grid.");
+
+ float yCoord = cullArea.YIsUpAxis ? cullArea.Center.y : Mathf.Max(cullArea.Size.x, cullArea.Size.y);
+ float zCoord = cullArea.YIsUpAxis ? -Mathf.Max(cullArea.Size.x, cullArea.Size.y) : cullArea.Center.y;
+
+ Camera.main.transform.position = new Vector3(cullArea.Center.x, yCoord, zCoord);
+ Camera.main.transform.LookAt(cullArea.transform.position);
+ }
+
+ EditorGUILayout.LabelField("Current main camera position is " + Camera.main.transform.position.ToString());
+ }
+
+ EditorGUILayout.EndVertical();
+ }
+
+ #endregion
+
+ if (EditorGUI.EndChangeCheck())
+ {
+ cullArea.RecreateCellHierarchy = true;
+
+ AlignEditorView();
+ }
+
+ EditorGUILayout.Space();
+ EditorGUILayout.Space();
+ EditorGUILayout.Space();
+
+ showHelpEntries = EditorGUILayout.Foldout(showHelpEntries, "Need help with this component?");
+ if (showHelpEntries)
+ {
+ EditorGUILayout.HelpBox("To find help you can either follow the tutorial or have a look at the forums by clicking on the buttons below.", MessageType.Info);
+ EditorGUILayout.BeginHorizontal();
+ if (GUILayout.Button("Open the tutorial"))
+ {
+ Application.OpenURL("https://doc.photonengine.com/en-us/pun/v2/demos-and-tutorials/package-demos/culling-demo");
+ }
+ if (GUILayout.Button("Take me to the forums"))
+ {
+ Application.OpenURL("https://forum.photonengine.com/categories/unity-networking-plugin-pun");
+ }
+ EditorGUILayout.EndHorizontal();
+ }
+ }
+
+ /// <summary>
+ /// Represents the inspector GUI when play mode is active.
+ /// </summary>
+ private void OnInspectorGUIPlayMode()
+ {
+ EditorGUILayout.LabelField("No changes allowed when game is running. Please exit play mode first.", EditorStyles.boldLabel);
+ }
+
+ public void OnSceneGUI()
+ {
+ Handles.BeginGUI();
+ GUILayout.BeginArea(new Rect(Screen.width - 110, Screen.height - 90, 100, 60));
+
+ if (GUILayout.Button("Reset position"))
+ {
+ cullArea.transform.position = Vector3.zero;
+ }
+
+ if (GUILayout.Button("Reset scaling"))
+ {
+ cullArea.transform.localScale = new Vector3(25.0f, 25.0f, 25.0f);
+ }
+
+ GUILayout.EndArea();
+ Handles.EndGUI();
+
+ // Checking for changes of the transform
+ if (cullArea.transform.hasChanged)
+ {
+ // Resetting position
+ float posX = cullArea.transform.position.x;
+ float posY = cullArea.YIsUpAxis ? cullArea.transform.position.y : 0.0f;
+ float posZ = !cullArea.YIsUpAxis ? cullArea.transform.position.z : 0.0f;
+
+ cullArea.transform.position = new Vector3(posX, posY, posZ);
+
+ // Resetting scaling
+ if (cullArea.Size.x < 1.0f || cullArea.Size.y < 1.0f)
+ {
+ float scaleX = (cullArea.transform.localScale.x < 1.0f) ? 1.0f : cullArea.transform.localScale.x;
+ float scaleY = (cullArea.transform.localScale.y < 1.0f) ? 1.0f : cullArea.transform.localScale.y;
+ float scaleZ = (cullArea.transform.localScale.z < 1.0f) ? 1.0f : cullArea.transform.localScale.z;
+
+ cullArea.transform.localScale = new Vector3(scaleX, scaleY, scaleZ);
+
+ Debug.LogWarning("Scaling on a single axis can not be lower than 1. Resetting...");
+ }
+
+ cullArea.RecreateCellHierarchy = true;
+
+ AlignEditorView();
+ }
+ }
+
+ /// <summary>
+ /// Aligns the editor view with the created grid.
+ /// </summary>
+ private void AlignEditorView()
+ {
+ if (!alignEditorCamera)
+ {
+ return;
+ }
+
+ // This creates a temporary game object in order to align the editor view.
+ // The created game object is destroyed afterwards.
+ GameObject tmpGo = new GameObject();
+
+ float yCoord = cullArea.YIsUpAxis ? cullArea.Center.y : Mathf.Max(cullArea.Size.x, cullArea.Size.y);
+ float zCoord = cullArea.YIsUpAxis ? -Mathf.Max(cullArea.Size.x, cullArea.Size.y) : cullArea.Center.y;
+
+ tmpGo.transform.position = new Vector3(cullArea.Center.x, yCoord, zCoord);
+ tmpGo.transform.LookAt(cullArea.transform.position);
+
+ if (SceneView.lastActiveSceneView != null)
+ {
+ SceneView.lastActiveSceneView.AlignViewToObject(tmpGo.transform);
+ }
+
+ DestroyImmediate(tmpGo);
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Culling/Editor/CullAreaEditor.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Culling/Editor/CullAreaEditor.cs.meta
new file mode 100644
index 0000000..7d72143
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Culling/Editor/CullAreaEditor.cs.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: abadaa451a7bff0489078ed9eec61133
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Culling/Editor/PhotonUnityNetworking.Utilities.Culling.Editor.asmdef b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Culling/Editor/PhotonUnityNetworking.Utilities.Culling.Editor.asmdef
new file mode 100644
index 0000000..2be9de1
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Culling/Editor/PhotonUnityNetworking.Utilities.Culling.Editor.asmdef
@@ -0,0 +1,12 @@
+{
+ "name": "PhotonUnityNetworking.Utilities.Culling.Editor",
+ "references": [
+ "PhotonUnityNetworking.Utilities"
+ ],
+ "optionalUnityReferences": [],
+ "includePlatforms": [
+ "Editor"
+ ],
+ "excludePlatforms": [],
+ "allowUnsafeCode": false
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Culling/Editor/PhotonUnityNetworking.Utilities.Culling.Editor.asmdef.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Culling/Editor/PhotonUnityNetworking.Utilities.Culling.Editor.asmdef.meta
new file mode 100644
index 0000000..b43d734
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Culling/Editor/PhotonUnityNetworking.Utilities.Culling.Editor.asmdef.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 06dafbbe6b7b3a84f84213f47aabe7f0
+timeCreated: 1537459565
+licenseType: Store
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Debugging.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Debugging.meta
new file mode 100644
index 0000000..ec00ddc
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Debugging.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 72b80dd954bc647c4a2a924b87762f92
+folderAsset: yes
+timeCreated: 1529327208
+licenseType: Store
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Debugging/PhotonLagSimulationGui.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Debugging/PhotonLagSimulationGui.cs
new file mode 100644
index 0000000..52c29c6
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Debugging/PhotonLagSimulationGui.cs
@@ -0,0 +1,109 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="PhotonLagSimulationGui.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Utilities,
+// </copyright>
+// <summary>
+// This MonoBehaviour is a basic GUI for the Photon client's network-simulation feature.
+// It can modify lag (fixed delay), jitter (random lag) and packet loss.
+// Part of the [Optional GUI](@ref optionalGui).
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+
+using UnityEngine;
+
+using Photon.Pun;
+using Photon.Realtime;
+using ExitGames.Client.Photon;
+
+namespace Photon.Pun.UtilityScripts
+{
+ /// <summary>
+ /// This MonoBehaviour is a basic GUI for the Photon client's network-simulation feature.
+ /// It can modify lag (fixed delay), jitter (random lag) and packet loss.
+ /// </summary>
+ /// \ingroup optionalGui
+ public class PhotonLagSimulationGui : MonoBehaviour
+ {
+ /// <summary>Positioning rect for window.</summary>
+ public Rect WindowRect = new Rect(0, 100, 120, 100);
+
+ /// <summary>Unity GUI Window ID (must be unique or will cause issues).</summary>
+ public int WindowId = 101;
+
+ /// <summary>Shows or hides GUI (does not affect settings).</summary>
+ public bool Visible = true;
+
+ /// <summary>The peer currently in use (to set the network simulation).</summary>
+ public PhotonPeer Peer { get; set; }
+
+ public void Start()
+ {
+ this.Peer = PhotonNetwork.NetworkingClient.LoadBalancingPeer;
+ }
+
+ public void OnGUI()
+ {
+ if (!this.Visible)
+ {
+ return;
+ }
+
+ if (this.Peer == null)
+ {
+ this.WindowRect = GUILayout.Window(this.WindowId, this.WindowRect, this.NetSimHasNoPeerWindow, "Netw. Sim.");
+ }
+ else
+ {
+ this.WindowRect = GUILayout.Window(this.WindowId, this.WindowRect, this.NetSimWindow, "Netw. Sim.");
+ }
+ }
+
+ private void NetSimHasNoPeerWindow(int windowId)
+ {
+ GUILayout.Label("No peer to communicate with. ");
+ }
+
+ private void NetSimWindow(int windowId)
+ {
+ GUILayout.Label(string.Format("Rtt:{0,4} +/-{1,3}", this.Peer.RoundTripTime, this.Peer.RoundTripTimeVariance));
+
+ bool simEnabled = this.Peer.IsSimulationEnabled;
+ bool newSimEnabled = GUILayout.Toggle(simEnabled, "Simulate");
+ if (newSimEnabled != simEnabled)
+ {
+ this.Peer.IsSimulationEnabled = newSimEnabled;
+ }
+
+ float inOutLag = this.Peer.NetworkSimulationSettings.IncomingLag;
+ GUILayout.Label("Lag " + inOutLag);
+ inOutLag = GUILayout.HorizontalSlider(inOutLag, 0, 500);
+
+ this.Peer.NetworkSimulationSettings.IncomingLag = (int)inOutLag;
+ this.Peer.NetworkSimulationSettings.OutgoingLag = (int)inOutLag;
+
+ float inOutJitter = this.Peer.NetworkSimulationSettings.IncomingJitter;
+ GUILayout.Label("Jit " + inOutJitter);
+ inOutJitter = GUILayout.HorizontalSlider(inOutJitter, 0, 100);
+
+ this.Peer.NetworkSimulationSettings.IncomingJitter = (int)inOutJitter;
+ this.Peer.NetworkSimulationSettings.OutgoingJitter = (int)inOutJitter;
+
+ float loss = this.Peer.NetworkSimulationSettings.IncomingLossPercentage;
+ GUILayout.Label("Loss " + loss);
+ loss = GUILayout.HorizontalSlider(loss, 0, 10);
+
+ this.Peer.NetworkSimulationSettings.IncomingLossPercentage = (int)loss;
+ this.Peer.NetworkSimulationSettings.OutgoingLossPercentage = (int)loss;
+
+ // if anything was clicked, the height of this window is likely changed. reduce it to be layouted again next frame
+ if (GUI.changed)
+ {
+ this.WindowRect.height = 100;
+ }
+
+ GUI.DragWindow();
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Debugging/PhotonLagSimulationGui.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Debugging/PhotonLagSimulationGui.cs.meta
new file mode 100644
index 0000000..5a7173b
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Debugging/PhotonLagSimulationGui.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 5867a53c8db0e6745818285bb6b6e1b9
+labels:
+- ExitGames
+- PUN
+- Photon
+- Networking
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Debugging/PhotonStatsGui.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Debugging/PhotonStatsGui.cs
new file mode 100644
index 0000000..c4c7c15
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Debugging/PhotonStatsGui.cs
@@ -0,0 +1,170 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="PhotonStatsGui.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Utilities,
+// </copyright>
+// <summary>
+// Basic GUI to show traffic and health statistics of the connection to Photon,
+// toggled by shift+tab.
+// Part of the [Optional GUI](@ref optionalGui).
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+
+using Photon.Pun;
+using Photon.Realtime;
+using ExitGames.Client.Photon;
+
+namespace Photon.Pun.UtilityScripts
+{
+ /// <summary>
+ /// Basic GUI to show traffic and health statistics of the connection to Photon,
+ /// toggled by shift+tab.
+ /// </summary>
+ /// <remarks>
+ /// The shown health values can help identify problems with connection losses or performance.
+ /// Example:
+ /// If the time delta between two consecutive SendOutgoingCommands calls is a second or more,
+ /// chances rise for a disconnect being caused by this (because acknowledgements to the server
+ /// need to be sent in due time).
+ /// </remarks>
+ /// \ingroup optionalGui
+ public class PhotonStatsGui : MonoBehaviour
+ {
+ /// <summary>Shows or hides GUI (does not affect if stats are collected).</summary>
+ public bool statsWindowOn = true;
+
+ /// <summary>Option to turn collecting stats on or off (used in Update()).</summary>
+ public bool statsOn = true;
+
+ /// <summary>Shows additional "health" values of connection.</summary>
+ public bool healthStatsVisible;
+
+ /// <summary>Shows additional "lower level" traffic stats.</summary>
+ public bool trafficStatsOn;
+
+ /// <summary>Show buttons to control stats and reset them.</summary>
+ public bool buttonsOn;
+
+ /// <summary>Positioning rect for window.</summary>
+ public Rect statsRect = new Rect(0, 100, 200, 50);
+
+ /// <summary>Unity GUI Window ID (must be unique or will cause issues).</summary>
+ public int WindowId = 100;
+
+
+ public void Start()
+ {
+ if (this.statsRect.x <= 0)
+ {
+ this.statsRect.x = Screen.width - this.statsRect.width;
+ }
+ }
+
+ /// <summary>Checks for shift+tab input combination (to toggle statsOn).</summary>
+ public void Update()
+ {
+ if (Input.GetKeyDown(KeyCode.Tab) && Input.GetKey(KeyCode.LeftShift))
+ {
+ this.statsWindowOn = !this.statsWindowOn;
+ this.statsOn = true; // enable stats when showing the window
+ }
+ }
+
+ public void OnGUI()
+ {
+ if (PhotonNetwork.NetworkingClient.LoadBalancingPeer.TrafficStatsEnabled != statsOn)
+ {
+ PhotonNetwork.NetworkingClient.LoadBalancingPeer.TrafficStatsEnabled = this.statsOn;
+ }
+
+ if (!this.statsWindowOn)
+ {
+ return;
+ }
+
+ this.statsRect = GUILayout.Window(this.WindowId, this.statsRect, this.TrafficStatsWindow, "Messages (shift+tab)");
+ }
+
+ public void TrafficStatsWindow(int windowID)
+ {
+ bool statsToLog = false;
+ TrafficStatsGameLevel gls = PhotonNetwork.NetworkingClient.LoadBalancingPeer.TrafficStatsGameLevel;
+ long elapsedMs = PhotonNetwork.NetworkingClient.LoadBalancingPeer.TrafficStatsElapsedMs / 1000;
+ if (elapsedMs == 0)
+ {
+ elapsedMs = 1;
+ }
+
+ GUILayout.BeginHorizontal();
+ this.buttonsOn = GUILayout.Toggle(this.buttonsOn, "buttons");
+ this.healthStatsVisible = GUILayout.Toggle(this.healthStatsVisible, "health");
+ this.trafficStatsOn = GUILayout.Toggle(this.trafficStatsOn, "traffic");
+ GUILayout.EndHorizontal();
+
+ string total = string.Format("Out {0,4} | In {1,4} | Sum {2,4}", gls.TotalOutgoingMessageCount, gls.TotalIncomingMessageCount, gls.TotalMessageCount);
+ string elapsedTime = string.Format("{0}sec average:", elapsedMs);
+ string average = string.Format("Out {0,4} | In {1,4} | Sum {2,4}", gls.TotalOutgoingMessageCount / elapsedMs, gls.TotalIncomingMessageCount / elapsedMs, gls.TotalMessageCount / elapsedMs);
+ GUILayout.Label(total);
+ GUILayout.Label(elapsedTime);
+ GUILayout.Label(average);
+
+ if (this.buttonsOn)
+ {
+ GUILayout.BeginHorizontal();
+ this.statsOn = GUILayout.Toggle(this.statsOn, "stats on");
+ if (GUILayout.Button("Reset"))
+ {
+ PhotonNetwork.NetworkingClient.LoadBalancingPeer.TrafficStatsReset();
+ PhotonNetwork.NetworkingClient.LoadBalancingPeer.TrafficStatsEnabled = true;
+ }
+ statsToLog = GUILayout.Button("To Log");
+ GUILayout.EndHorizontal();
+ }
+
+ string trafficStatsIn = string.Empty;
+ string trafficStatsOut = string.Empty;
+ if (this.trafficStatsOn)
+ {
+ GUILayout.Box("Traffic Stats");
+ trafficStatsIn = "Incoming: \n" + PhotonNetwork.NetworkingClient.LoadBalancingPeer.TrafficStatsIncoming.ToString();
+ trafficStatsOut = "Outgoing: \n" + PhotonNetwork.NetworkingClient.LoadBalancingPeer.TrafficStatsOutgoing.ToString();
+ GUILayout.Label(trafficStatsIn);
+ GUILayout.Label(trafficStatsOut);
+ }
+
+ string healthStats = string.Empty;
+ if (this.healthStatsVisible)
+ {
+ GUILayout.Box("Health Stats");
+ healthStats = string.Format(
+ "ping: {6}[+/-{7}]ms resent:{8} \n\nmax ms between\nsend: {0,4} \ndispatch: {1,4} \n\nlongest dispatch for: \nev({3}):{2,3}ms \nop({5}):{4,3}ms",
+ gls.LongestDeltaBetweenSending,
+ gls.LongestDeltaBetweenDispatching,
+ gls.LongestEventCallback,
+ gls.LongestEventCallbackCode,
+ gls.LongestOpResponseCallback,
+ gls.LongestOpResponseCallbackOpCode,
+ PhotonNetwork.NetworkingClient.LoadBalancingPeer.RoundTripTime,
+ PhotonNetwork.NetworkingClient.LoadBalancingPeer.RoundTripTimeVariance,
+ PhotonNetwork.NetworkingClient.LoadBalancingPeer.ResentReliableCommands);
+ GUILayout.Label(healthStats);
+ }
+
+ if (statsToLog)
+ {
+ string complete = string.Format("{0}\n{1}\n{2}\n{3}\n{4}\n{5}", total, elapsedTime, average, trafficStatsIn, trafficStatsOut, healthStats);
+ Debug.Log(complete);
+ }
+
+ // if anything was clicked, the height of this window is likely changed. reduce it to be layouted again next frame
+ if (GUI.changed)
+ {
+ this.statsRect.height = 100;
+ }
+
+ GUI.DragWindow();
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Debugging/PhotonStatsGui.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Debugging/PhotonStatsGui.cs.meta
new file mode 100644
index 0000000..dc1049b
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Debugging/PhotonStatsGui.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: d06466c03d263624786afa88b52928b6
+labels:
+- ExitGames
+- PUN
+- Photon
+- Networking
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Debugging/PointedAtGameObjectInfo.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Debugging/PointedAtGameObjectInfo.cs
new file mode 100644
index 0000000..239111c
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Debugging/PointedAtGameObjectInfo.cs
@@ -0,0 +1,84 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="PointedAtGameObjectInfo.cs" company="Exit Games GmbH">
+// </copyright>
+// <summary>
+// Display ViewId, OwnerActorNr, IsCeneView and IsMine when clicked using the old UI system
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using System;
+
+using UnityEngine;
+using UnityEngine.UI;
+using UnityEngine.EventSystems;
+
+using Photon.Pun;
+using Photon.Realtime;
+
+namespace Photon.Pun.UtilityScripts
+{
+ /// <summary>
+ /// Display ViewId, OwnerActorNr, IsCeneView and IsMine when clicked.
+ /// </summary>
+ public class PointedAtGameObjectInfo : MonoBehaviour
+ {
+ public static PointedAtGameObjectInfo Instance;
+
+ public Text text;
+
+ Transform focus;
+
+ void Start()
+ {
+ if (Instance != null)
+ {
+ Debug.LogWarning("PointedAtGameObjectInfo is already featured in the scene, gameobject is destroyed");
+ Destroy(this.gameObject);
+ }
+
+ Instance = this;
+ }
+
+ public void SetFocus(PhotonView pv)
+ {
+
+ focus = pv != null ? pv.transform : null;
+
+ if (pv != null)
+ {
+ text.text = string.Format("id {0} own: {1} {2}{3}", pv.ViewID, pv.OwnerActorNr, (pv.IsRoomView) ? "scn" : "", (pv.IsMine) ? " mine" : "");
+ //GUI.Label (new Rect (Input.mousePosition.x + 5, Screen.height - Input.mousePosition.y - 15, 300, 30), );
+ }
+ else
+ {
+ text.text = string.Empty;
+
+ }
+ }
+
+ public void RemoveFocus(PhotonView pv)
+ {
+ if (pv == null)
+ {
+ text.text = string.Empty;
+ return;
+ }
+
+ if (pv.transform == focus)
+ {
+ text.text = string.Empty;
+ return;
+ }
+
+ }
+
+ void LateUpdate()
+ {
+ if (focus != null)
+ {
+ this.transform.position = Camera.main.WorldToScreenPoint(focus.position);
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Debugging/PointedAtGameObjectInfo.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Debugging/PointedAtGameObjectInfo.cs.meta
new file mode 100644
index 0000000..9ffbb4f
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Debugging/PointedAtGameObjectInfo.cs.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: e6262dd9a9b078c4e8cbd47495aa6d23
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Debugging/StatesGui.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Debugging/StatesGui.cs
new file mode 100644
index 0000000..7d09c0a
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Debugging/StatesGui.cs
@@ -0,0 +1,212 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="TabViewManager.cs" company="Exit Games GmbH">
+// </copyright>
+// <summary>
+// Output detailed information about Pun Current states, using the old Unity UI framework.
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+using Photon.Realtime;
+
+namespace Photon.Pun.UtilityScripts
+{
+ /// <summary>
+ /// Output detailed information about Pun Current states, using the old Unity UI framework.
+ /// </summary>
+ public class StatesGui : MonoBehaviour
+ {
+ public Rect GuiOffset = new Rect(250, 0, 300, 300);
+ public bool DontDestroy = true;
+ public bool ServerTimestamp;
+ public bool DetailedConnection;
+ public bool Server;
+ public bool AppVersion;
+ public bool UserId;
+ public bool Room;
+ public bool RoomProps;
+ public bool EventsIn;
+ public bool LocalPlayer;
+ public bool PlayerProps;
+ public bool Others;
+ public bool Buttons;
+ public bool ExpectedUsers;
+
+ private Rect GuiRect = new Rect();
+ private static StatesGui Instance;
+
+ void Awake()
+ {
+ if (Instance != null)
+ {
+ DestroyImmediate(this.gameObject);
+ return;
+ }
+ if (DontDestroy)
+ {
+ Instance = this;
+ DontDestroyOnLoad(this.gameObject);
+ }
+
+ if (EventsIn)
+ {
+ PhotonNetwork.NetworkingClient.LoadBalancingPeer.TrafficStatsEnabled = true;
+ }
+ }
+
+ void OnDisable()
+ {
+ if (DontDestroy && Instance == this)
+ {
+ Instance = null;
+ }
+
+ }
+
+ float native_width = 800;
+ float native_height = 480;
+ void OnGUI()
+ {
+ if (PhotonNetwork.NetworkingClient == null || PhotonNetwork.NetworkingClient.LoadBalancingPeer == null || PhotonNetwork.NetworkingClient.LoadBalancingPeer.TrafficStatsIncoming == null)
+ {
+ return;
+ }
+
+ //set up scaling
+ float rx = Screen.width / native_width;
+ float ry = Screen.height / native_height;
+ GUI.matrix = Matrix4x4.TRS (new Vector3(0, 0, 0), Quaternion.identity, new Vector3 (rx, ry, 1));
+
+ Rect GuiOffsetRuntime = new Rect(this.GuiOffset);
+
+ if (GuiOffsetRuntime.x < 0)
+ {
+ GuiOffsetRuntime.x = Screen.width - GuiOffsetRuntime.width;
+ }
+ GuiRect.xMin = GuiOffsetRuntime.x;
+ GuiRect.yMin = GuiOffsetRuntime.y;
+ GuiRect.xMax = GuiOffsetRuntime.x + GuiOffsetRuntime.width;
+ GuiRect.yMax = GuiOffsetRuntime.y + GuiOffsetRuntime.height;
+ GUILayout.BeginArea(GuiRect);
+
+ GUILayout.BeginHorizontal();
+ if (this.ServerTimestamp)
+ {
+ GUILayout.Label((((double)PhotonNetwork.ServerTimestamp) / 1000d).ToString("F3"));
+ }
+
+ if (Server)
+ {
+ GUILayout.Label(PhotonNetwork.ServerAddress + " " + PhotonNetwork.Server);
+ }
+ if (DetailedConnection)
+ {
+ GUILayout.Label(PhotonNetwork.NetworkClientState.ToString());
+ }
+ if (AppVersion)
+ {
+ GUILayout.Label(PhotonNetwork.NetworkingClient.AppVersion);
+ }
+ GUILayout.EndHorizontal();
+
+ GUILayout.BeginHorizontal();
+ if (UserId)
+ {
+ GUILayout.Label("UID: " + ((PhotonNetwork.AuthValues != null) ? PhotonNetwork.AuthValues.UserId : "no UserId"));
+ GUILayout.Label("UserId:" + PhotonNetwork.LocalPlayer.UserId);
+ }
+ GUILayout.EndHorizontal();
+
+ if (Room)
+ {
+ if (PhotonNetwork.InRoom)
+ {
+ GUILayout.Label(this.RoomProps ? PhotonNetwork.CurrentRoom.ToStringFull() : PhotonNetwork.CurrentRoom.ToString());
+ }
+ else
+ {
+ GUILayout.Label("not in room");
+ }
+ }
+
+ if (EventsIn)
+ {
+ int fragments = PhotonNetwork.NetworkingClient.LoadBalancingPeer.TrafficStatsIncoming.FragmentCommandCount;
+ GUILayout.Label("Events Received: "+PhotonNetwork.NetworkingClient.LoadBalancingPeer.TrafficStatsGameLevel.EventCount + " Fragments: "+fragments);
+ }
+
+
+ if (this.LocalPlayer)
+ {
+ GUILayout.Label(PlayerToString(PhotonNetwork.LocalPlayer));
+ }
+ if (Others)
+ {
+ foreach (Player player in PhotonNetwork.PlayerListOthers)
+ {
+ GUILayout.Label(PlayerToString(player));
+ }
+ }
+ if (ExpectedUsers)
+ {
+ if (PhotonNetwork.InRoom)
+ {
+ int countExpected = (PhotonNetwork.CurrentRoom.ExpectedUsers != null) ? PhotonNetwork.CurrentRoom.ExpectedUsers.Length : 0;
+
+ GUILayout.Label("Expected: " + countExpected + " " +
+ ((PhotonNetwork.CurrentRoom.ExpectedUsers != null) ? string.Join(",", PhotonNetwork.CurrentRoom.ExpectedUsers) : "")
+ );
+
+ }
+ }
+
+
+ if (Buttons)
+ {
+ if (!PhotonNetwork.IsConnected && GUILayout.Button("Connect"))
+ {
+ PhotonNetwork.ConnectUsingSettings();
+ }
+ GUILayout.BeginHorizontal();
+ if (PhotonNetwork.IsConnected && GUILayout.Button("Disconnect"))
+ {
+ PhotonNetwork.Disconnect();
+ }
+ if (PhotonNetwork.IsConnected && GUILayout.Button("Close Socket"))
+ {
+ PhotonNetwork.NetworkingClient.LoadBalancingPeer.StopThread();
+ }
+ GUILayout.EndHorizontal();
+ if (PhotonNetwork.IsConnected && PhotonNetwork.InRoom && GUILayout.Button("Leave"))
+ {
+ PhotonNetwork.LeaveRoom();
+ }
+ if (PhotonNetwork.IsConnected && PhotonNetwork.InRoom && PhotonNetwork.CurrentRoom.PlayerTtl>0 && GUILayout.Button("Leave(abandon)"))
+ {
+ PhotonNetwork.LeaveRoom(false);
+ }
+ if (PhotonNetwork.IsConnected && !PhotonNetwork.InRoom && GUILayout.Button("Join Random"))
+ {
+ PhotonNetwork.JoinRandomRoom();
+ }
+ if (PhotonNetwork.IsConnected && !PhotonNetwork.InRoom && GUILayout.Button("Create Room"))
+ {
+ PhotonNetwork.CreateRoom(null);
+ }
+ }
+
+ GUILayout.EndArea();
+ }
+
+ private string PlayerToString(Player player)
+ {
+ if (PhotonNetwork.NetworkingClient == null)
+ {
+ Debug.LogError("nwp is null");
+ return "";
+ }
+ return string.Format("#{0:00} '{1}'{5} {4}{2} {3} {6}", player.ActorNumber + "/userId:<" + player.UserId + ">", player.NickName, player.IsMasterClient ? "(master)" : "", this.PlayerProps ? player.CustomProperties.ToStringFull() : "", (PhotonNetwork.LocalPlayer.ActorNumber == player.ActorNumber) ? "(you)" : "", player.UserId, player.IsInactive ? " / Is Inactive" : "");
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Debugging/StatesGui.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Debugging/StatesGui.cs.meta
new file mode 100644
index 0000000..303a404
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Debugging/StatesGui.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 62880f27e95abf2418fd79e9d9d568b4
+timeCreated: 1493998271
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer.meta
new file mode 100644
index 0000000..f112b84
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 94d453efd58794348867b36584d05a1e
+folderAsset: yes
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/Editor.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/Editor.meta
new file mode 100644
index 0000000..70d9f8a
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/Editor.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: f1d46a1c486645945a3667d8bbe2d2e7
+folderAsset: yes
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/Editor/PhotonTeamsManagerInspector.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/Editor/PhotonTeamsManagerInspector.cs
new file mode 100644
index 0000000..0b62397
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/Editor/PhotonTeamsManagerInspector.cs
@@ -0,0 +1,246 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="PhotonTeamsManagerEditor.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Utilities,
+// </copyright>
+// <summary>
+// Custom inspector for PhotonTeamsManager
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using System;
+using UnityEngine;
+using System.Collections.Generic;
+using Photon.Realtime;
+using UnityEditor;
+
+namespace Photon.Pun.UtilityScripts
+{
+ [CustomEditor(typeof(PhotonTeamsManager))]
+ public class PhotonTeamsManagerEditor : Editor
+ {
+ private Dictionary<byte, bool> foldouts = new Dictionary<byte, bool>();
+ private PhotonTeamsManager photonTeams;
+ private SerializedProperty teamsListSp;
+ private SerializedProperty listFoldIsOpenSp;
+
+ private const string proSkinString =
+ "iVBORw0KGgoAAAANSUhEUgAAAAgAAAAECAYAAACzzX7wAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAACJJREFUeNpi/P//PwM+wHL06FG8KpgYCABGZWVlvCYABBgA7/sHvGw+cz8AAAAASUVORK5CYII=";
+ private const string lightSkinString = "iVBORw0KGgoAAAANSUhEUgAAAAgAAAACCAIAAADq9gq6AAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAABVJREFUeNpiVFZWZsAGmBhwAIAAAwAURgBt4C03ZwAAAABJRU5ErkJggg==";
+ private const string removeTextureName = "removeButton_generated";
+ private Texture removeTexture;
+
+ private bool isOpen;
+
+ public override bool RequiresConstantRepaint()
+ {
+ return true;
+ }
+
+ private void OnEnable()
+ {
+ photonTeams = target as PhotonTeamsManager;
+ teamsListSp = serializedObject.FindProperty("teamsList");
+ listFoldIsOpenSp = serializedObject.FindProperty("listFoldIsOpen");
+ isOpen = listFoldIsOpenSp.boolValue;
+ removeTexture = LoadTexture(removeTextureName, proSkinString, lightSkinString);
+ }
+
+ /// <summary>
+ /// Read width and height if PNG file in pixels.
+ /// </summary>
+ /// <param name="imageData">PNG image data.</param>
+ /// <param name="width">Width of image in pixels.</param>
+ /// <param name="height">Height of image in pixels.</param>
+ private static void GetImageSize( byte[] imageData, out int width, out int height )
+ {
+ width = ReadInt( imageData, 3 + 15 );
+ height = ReadInt( imageData, 3 + 15 + 2 + 2 );
+ }
+
+ private static int ReadInt( byte[] imageData, int offset )
+ {
+ return ( imageData[ offset ] << 8 ) | imageData[ offset + 1 ];
+ }
+
+ private Texture LoadTexture(string textureName, string proSkin, string lightSkin)
+ {
+ string skin = EditorGUIUtility.isProSkin ? proSkin : lightSkin;
+ // Get image data (PNG) from base64 encoded strings.
+ byte[] imageData = Convert.FromBase64String( skin );
+ // Gather image size from image data.
+ int texWidth, texHeight;
+ GetImageSize( imageData, out texWidth, out texHeight );
+ // Generate texture asset.
+ var tex = new Texture2D( texWidth, texHeight, TextureFormat.ARGB32, false, true );
+ tex.hideFlags = HideFlags.HideAndDontSave;
+ tex.name = textureName;
+ tex.filterMode = FilterMode.Point;
+ tex.LoadImage( imageData );
+ return tex;
+ }
+
+ public override void OnInspectorGUI()
+ {
+ if (!Application.isPlaying)
+ {
+ DrawTeamsList();
+ return;
+ }
+ PhotonTeam[] availableTeams = photonTeams.GetAvailableTeams();
+ if (availableTeams != null)
+ {
+ EditorGUI.indentLevel++;
+ foreach (var availableTeam in availableTeams)
+ {
+ if (!foldouts.ContainsKey(availableTeam.Code))
+ {
+ foldouts[availableTeam.Code] = true;
+ }
+ Player[] teamMembers;
+ if (photonTeams.TryGetTeamMembers(availableTeam, out teamMembers) && teamMembers != null)
+ {
+ foldouts[availableTeam.Code] = EditorGUILayout.Foldout(foldouts[availableTeam.Code],
+ string.Format("{0} ({1})", availableTeam.Name, teamMembers.Length));
+ }
+ else
+ {
+ foldouts[availableTeam.Code] = EditorGUILayout.Foldout(foldouts[availableTeam.Code],
+ string.Format("{0} (0)", availableTeam.Name));
+ }
+ if (foldouts[availableTeam.Code] && teamMembers != null)
+ {
+ EditorGUI.indentLevel++;
+ foreach (var player in teamMembers)
+ {
+ EditorGUILayout.LabelField(string.Empty, string.Format("{0} {1}", player, player.IsLocal ? " - You -" : string.Empty));
+ }
+ EditorGUI.indentLevel--;
+ }
+ }
+ EditorGUI.indentLevel--;
+ }
+ }
+
+ private void DrawTeamsList()
+ {
+ GUILayout.Space(5);
+ HashSet<byte> codes = new HashSet<byte>();
+ HashSet<string> names = new HashSet<string>();
+ for (int i = 0; i < teamsListSp.arraySize; i++)
+ {
+ SerializedProperty e = teamsListSp.GetArrayElementAtIndex(i);
+ string name = e.FindPropertyRelative("Name").stringValue;
+ byte code = (byte)e.FindPropertyRelative("Code").intValue;
+ codes.Add(code);
+ names.Add(name);
+ }
+ this.serializedObject.Update();
+ EditorGUI.BeginChangeCheck();
+ isOpen = PhotonGUI.ContainerHeaderFoldout(string.Format("Teams List ({0})", teamsListSp.arraySize), isOpen);
+ if (EditorGUI.EndChangeCheck())
+ {
+ listFoldIsOpenSp.boolValue = isOpen;
+ }
+ if (isOpen)
+ {
+ const float containerElementHeight = 22;
+ const float propertyHeight = 16;
+ const float paddingRight = 29;
+ const float paddingLeft = 5;
+ const float spacingY = 3;
+ float containerHeight = (teamsListSp.arraySize + 1) * containerElementHeight;
+ Rect containerRect = PhotonGUI.ContainerBody(containerHeight);
+ float propertyWidth = containerRect.width - paddingRight;
+ float codePropertyWidth = propertyWidth / 5;
+ float namePropertyWidth = 4 * propertyWidth / 5;
+ Rect elementRect = new Rect(containerRect.xMin, containerRect.yMin,
+ containerRect.width, containerElementHeight);
+ Rect propertyPosition = new Rect(elementRect.xMin + paddingLeft, elementRect.yMin + spacingY,
+ codePropertyWidth, propertyHeight);
+ EditorGUI.LabelField(propertyPosition, "Code");
+ Rect secondPropertyPosition = new Rect(elementRect.xMin + paddingLeft + codePropertyWidth, elementRect.yMin + spacingY,
+ namePropertyWidth, propertyHeight);
+ EditorGUI.LabelField(secondPropertyPosition, "Name");
+ for (int i = 0; i < teamsListSp.arraySize; ++i)
+ {
+ elementRect = new Rect(containerRect.xMin, containerRect.yMin + containerElementHeight * (i + 1),
+ containerRect.width, containerElementHeight);
+ propertyPosition = new Rect(elementRect.xMin + paddingLeft, elementRect.yMin + spacingY,
+ codePropertyWidth, propertyHeight);
+ SerializedProperty teamElementSp = teamsListSp.GetArrayElementAtIndex(i);
+ SerializedProperty teamNameSp = teamElementSp.FindPropertyRelative("Name");
+ SerializedProperty teamCodeSp = teamElementSp.FindPropertyRelative("Code");
+ string oldName = teamNameSp.stringValue;
+ byte oldCode = (byte)teamCodeSp.intValue;
+ EditorGUI.BeginChangeCheck();
+ EditorGUI.PropertyField(propertyPosition, teamCodeSp, GUIContent.none);
+ if (EditorGUI.EndChangeCheck())
+ {
+ byte newCode = (byte)teamCodeSp.intValue;
+ if (codes.Contains(newCode))
+ {
+ Debug.LogWarningFormat("Team with the same code {0} already exists", newCode);
+ teamCodeSp.intValue = oldCode;
+ }
+ }
+ secondPropertyPosition = new Rect(elementRect.xMin + paddingLeft + codePropertyWidth, elementRect.yMin + spacingY,
+ namePropertyWidth, propertyHeight);
+ EditorGUI.BeginChangeCheck();
+ EditorGUI.PropertyField(secondPropertyPosition, teamNameSp, GUIContent.none);
+ if (EditorGUI.EndChangeCheck())
+ {
+ string newName = teamNameSp.stringValue;
+ if (string.IsNullOrEmpty(newName))
+ {
+ Debug.LogWarning("Team name cannot be null or empty");
+ teamNameSp.stringValue = oldName;
+ }
+ else if (names.Contains(newName))
+ {
+ Debug.LogWarningFormat("Team with the same name \"{0}\" already exists", newName);
+ teamNameSp.stringValue = oldName;
+ }
+ }
+ Rect removeButtonRect = new Rect(
+ elementRect.xMax - PhotonGUI.DefaultRemoveButtonStyle.fixedWidth,
+ elementRect.yMin + 2,
+ PhotonGUI.DefaultRemoveButtonStyle.fixedWidth,
+ PhotonGUI.DefaultRemoveButtonStyle.fixedHeight);
+ if (GUI.Button(removeButtonRect, new GUIContent(removeTexture), PhotonGUI.DefaultRemoveButtonStyle))
+ {
+ teamsListSp.DeleteArrayElementAtIndex(i);
+ }
+ if (i < teamsListSp.arraySize - 1)
+ {
+ Rect texturePosition = new Rect(elementRect.xMin + 2, elementRect.yMax, elementRect.width - 4,
+ 1);
+ PhotonGUI.DrawSplitter(texturePosition);
+ }
+ }
+ }
+ if (PhotonGUI.AddButton())
+ {
+ byte c = 0;
+ while (codes.Contains(c) && c < byte.MaxValue)
+ {
+ c++;
+ }
+ this.teamsListSp.arraySize++;
+ SerializedProperty teamElementSp = this.teamsListSp.GetArrayElementAtIndex(teamsListSp.arraySize - 1);
+ SerializedProperty teamNameSp = teamElementSp.FindPropertyRelative("Name");
+ SerializedProperty teamCodeSp = teamElementSp.FindPropertyRelative("Code");
+ teamCodeSp.intValue = c;
+ string n = "New Team";
+ int o = 1;
+ while (names.Contains(n))
+ {
+ n = string.Format("New Team {0}", o);
+ o++;
+ }
+ teamNameSp.stringValue = n;
+ }
+ this.serializedObject.ApplyModifiedProperties();
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/Editor/PhotonTeamsManagerInspector.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/Editor/PhotonTeamsManagerInspector.cs.meta
new file mode 100644
index 0000000..4b3d3dd
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/Editor/PhotonTeamsManagerInspector.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 8cb74f08e3fc52942a0d8557772bf4dc
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/Editor/PhotonUnityNetworking.Utilities.PhotonPlayer.Editor.asmdef b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/Editor/PhotonUnityNetworking.Utilities.PhotonPlayer.Editor.asmdef
new file mode 100644
index 0000000..6dcc4a0
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/Editor/PhotonUnityNetworking.Utilities.PhotonPlayer.Editor.asmdef
@@ -0,0 +1,15 @@
+{
+ "name": "PhotonUnityNetworking.Utilities.PhotonPlayer.Editor",
+ "references": [
+ "PhotonRealtime",
+ "PhotonUnityNetworking",
+ "PhotonUnityNetworking.Utilities",
+ "PhotonUnityNetworking.Editor"
+ ],
+ "optionalUnityReferences": [],
+ "includePlatforms": [
+ "Editor"
+ ],
+ "excludePlatforms": [],
+ "allowUnsafeCode": false
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/Editor/PhotonUnityNetworking.Utilities.PhotonPlayer.Editor.asmdef.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/Editor/PhotonUnityNetworking.Utilities.PhotonPlayer.Editor.asmdef.meta
new file mode 100644
index 0000000..de22c01
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/Editor/PhotonUnityNetworking.Utilities.PhotonPlayer.Editor.asmdef.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 7024f760fc566cf45a16d2c838e22b2d
+timeCreated: 1537459565
+licenseType: Store
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/Editor/PlayerNumberingInspector.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/Editor/PlayerNumberingInspector.cs
new file mode 100644
index 0000000..f59568e
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/Editor/PlayerNumberingInspector.cs
@@ -0,0 +1,67 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="PlayerNumberingInspector.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Utilities,
+// </copyright>
+// <summary>
+// Custom inspector for PlayerNumbering
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEditor;
+
+using Photon.Pun;
+using Photon.Realtime;
+
+namespace Photon.Pun.UtilityScripts
+{
+ [CustomEditor(typeof(PlayerNumbering))]
+ public class PlayerNumberingInspector : Editor {
+
+ int localPlayerIndex;
+
+ void OnEnable () {
+ PlayerNumbering.OnPlayerNumberingChanged += RefreshData;
+ }
+
+ void OnDisable () {
+ PlayerNumbering.OnPlayerNumberingChanged -= RefreshData;
+ }
+
+ public override void OnInspectorGUI()
+ {
+ DrawDefaultInspector();
+
+ PlayerNumbering.OnPlayerNumberingChanged += RefreshData;
+
+ if (PhotonNetwork.InRoom)
+ {
+ EditorGUILayout.LabelField("Player Index", "Player ID");
+ if (PlayerNumbering.SortedPlayers != null)
+ {
+ foreach(Player punPlayer in PlayerNumbering.SortedPlayers)
+ {
+ GUI.enabled = punPlayer.ActorNumber > 0;
+ EditorGUILayout.LabelField("Player " +punPlayer.GetPlayerNumber() + (punPlayer.IsLocal?" - You -":""), punPlayer.ActorNumber == 0?"n/a":punPlayer.ToStringFull());
+ GUI.enabled = true;
+ }
+ }
+ }else{
+ GUILayout.Label("PlayerNumbering only works when localPlayer is inside a room");
+ }
+ }
+
+ /// <summary>
+ /// force repaint fo the inspector, else we would not see the new data in the inspector.
+ /// This is better then doing it in OnInspectorGUI too many times per frame for no need
+ /// </summary>
+ void RefreshData()
+ {
+ Repaint();
+ }
+
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/Editor/PlayerNumberingInspector.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/Editor/PlayerNumberingInspector.cs.meta
new file mode 100644
index 0000000..4ed2ee0
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/Editor/PlayerNumberingInspector.cs.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: d6590f39353bf4efdb3b14691166135f
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/Editor/PunTeamsInspector.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/Editor/PunTeamsInspector.cs
new file mode 100644
index 0000000..18c48a1
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/Editor/PunTeamsInspector.cs
@@ -0,0 +1,64 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="PunTeamsInspector.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Utilities,
+// </copyright>
+// <summary>
+// Custom inspector for PunTeams
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+
+using System;
+using UnityEngine;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEditor;
+
+using Photon.Pun;
+using Photon.Realtime;
+
+namespace Photon.Pun.UtilityScripts
+{
+#pragma warning disable 0618
+ [CustomEditor(typeof(PunTeams))]
+ public class PunTeamsInspector : Editor {
+
+
+ Dictionary<PunTeams.Team, bool> _Foldouts ;
+
+ public override void OnInspectorGUI()
+ {
+ if (_Foldouts==null)
+ {
+ _Foldouts = new Dictionary<PunTeams.Team, bool>();
+ }
+
+ if (PunTeams.PlayersPerTeam!=null)
+ {
+ foreach (KeyValuePair<PunTeams.Team,List<Player>> _pair in PunTeams.PlayersPerTeam)
+ {
+#pragma warning restore 0618
+ if (!_Foldouts.ContainsKey(_pair.Key))
+ {
+ _Foldouts[_pair.Key] = true;
+ }
+
+ _Foldouts[_pair.Key] = EditorGUILayout.Foldout(_Foldouts[_pair.Key],"Team "+_pair.Key +" ("+_pair.Value.Count+")");
+
+ if (_Foldouts[_pair.Key])
+ {
+ EditorGUI.indentLevel++;
+ foreach(Player _player in _pair.Value)
+ {
+ EditorGUILayout.LabelField("",_player.ToString() + (PhotonNetwork.LocalPlayer==_player?" - You -":""));
+ }
+ EditorGUI.indentLevel--;
+ }
+
+ }
+ }
+ }
+ }
+}
+
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/Editor/PunTeamsInspector.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/Editor/PunTeamsInspector.cs.meta
new file mode 100644
index 0000000..ff6b7e0
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/Editor/PunTeamsInspector.cs.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 7dcadaf22424c4f5d82f4d48c3b8097f
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/PhotonTeamsManager.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/PhotonTeamsManager.cs
new file mode 100644
index 0000000..792898f
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/PhotonTeamsManager.cs
@@ -0,0 +1,628 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="PhotonTeamsManager.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Utilities,
+// </copyright>
+// <summary>
+// Implements teams in a room/game with help of player properties.
+// </summary>
+// <remarks>
+// Teams are defined by name and code. Change this to get more / different teams.
+// There are no rules when / if you can join a team. You could add this in JoinTeam or something.
+// </remarks>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using System;
+using System.Collections.Generic;
+using UnityEngine;
+
+using Photon.Realtime;
+using Hashtable = ExitGames.Client.Photon.Hashtable;
+
+namespace Photon.Pun.UtilityScripts
+{
+ [Serializable]
+ public class PhotonTeam
+ {
+ public string Name;
+ public byte Code;
+
+ public override string ToString()
+ {
+ return string.Format("{0} [{1}]", this.Name, this.Code);
+ }
+ }
+
+ /// <summary>
+ /// Implements teams in a room/game with help of player properties. Access them by Player.GetTeam extension.
+ /// </summary>
+ /// <remarks>
+ /// Teams are defined by enum Team. Change this to get more / different teams.
+ /// There are no rules when / if you can join a team. You could add this in JoinTeam or something.
+ /// </remarks>
+ [DisallowMultipleComponent]
+ public class PhotonTeamsManager : MonoBehaviour, IMatchmakingCallbacks, IInRoomCallbacks
+ {
+ #if UNITY_EDITOR
+ #pragma warning disable 0414
+ [SerializeField]
+ private bool listFoldIsOpen = true;
+ #pragma warning restore 0414
+ #endif
+
+ [SerializeField]
+ private List<PhotonTeam> teamsList = new List<PhotonTeam>
+ {
+ new PhotonTeam { Name = "Blue", Code = 1 },
+ new PhotonTeam { Name = "Red", Code = 2 }
+ };
+
+ private Dictionary<byte, PhotonTeam> teamsByCode;
+ private Dictionary<string, PhotonTeam> teamsByName;
+
+ /// <summary>The main list of teams with their player-lists. Automatically kept up to date.</summary>
+ private Dictionary<byte, HashSet<Player>> playersPerTeam;
+
+ /// <summary>Defines the player custom property name to use for team affinity of "this" player.</summary>
+ public const string TeamPlayerProp = "_pt";
+
+ public static event Action<Player, PhotonTeam> PlayerJoinedTeam;
+ public static event Action<Player, PhotonTeam> PlayerLeftTeam;
+
+ private static PhotonTeamsManager instance;
+ public static PhotonTeamsManager Instance
+ {
+ get
+ {
+ if (instance == null)
+ {
+ instance = FindObjectOfType<PhotonTeamsManager>();
+ if (instance == null)
+ {
+ GameObject obj = new GameObject();
+ obj.name = "PhotonTeamsManager";
+ instance = obj.AddComponent<PhotonTeamsManager>();
+ }
+ instance.Init();
+ }
+
+ return instance;
+ }
+ }
+
+ #region MonoBehaviour
+
+ private void Awake()
+ {
+ if (instance == null || ReferenceEquals(this, instance))
+ {
+ this.Init();
+ instance = this;
+ }
+ else
+ {
+ Destroy(this);
+ }
+ }
+
+ private void OnEnable()
+ {
+ PhotonNetwork.AddCallbackTarget(this);
+ }
+
+ private void OnDisable()
+ {
+ PhotonNetwork.RemoveCallbackTarget(this);
+ this.ClearTeams();
+ }
+
+ private void Init()
+ {
+ teamsByCode = new Dictionary<byte, PhotonTeam>(teamsList.Count);
+ teamsByName = new Dictionary<string, PhotonTeam>(teamsList.Count);
+ playersPerTeam = new Dictionary<byte, HashSet<Player>>(teamsList.Count);
+ for (int i = 0; i < teamsList.Count; i++)
+ {
+ teamsByCode[teamsList[i].Code] = teamsList[i];
+ teamsByName[teamsList[i].Name] = teamsList[i];
+ playersPerTeam[teamsList[i].Code] = new HashSet<Player>();
+ }
+ }
+
+ #endregion
+
+ #region IMatchmakingCallbacks
+
+ void IMatchmakingCallbacks.OnJoinedRoom()
+ {
+ this.UpdateTeams();
+ }
+
+ void IMatchmakingCallbacks.OnLeftRoom()
+ {
+ this.ClearTeams();
+ }
+
+ void IInRoomCallbacks.OnPlayerPropertiesUpdate(Player targetPlayer, Hashtable changedProps)
+ {
+ object temp;
+ if (changedProps.TryGetValue(TeamPlayerProp, out temp))
+ {
+ if (temp == null)
+ {
+ foreach (byte code in playersPerTeam.Keys)
+ {
+ if (playersPerTeam[code].Remove(targetPlayer))
+ {
+ if (PlayerLeftTeam != null)
+ {
+ PlayerLeftTeam(targetPlayer, teamsByCode[code]);
+ }
+ break;
+ }
+ }
+ }
+ else if (temp is byte)
+ {
+ byte teamCode = (byte) temp;
+ // check if player switched teams, remove from previous team
+ foreach (byte code in playersPerTeam.Keys)
+ {
+ if (code == teamCode)
+ {
+ continue;
+ }
+ if (playersPerTeam[code].Remove(targetPlayer))
+ {
+ if (PlayerLeftTeam != null)
+ {
+ PlayerLeftTeam(targetPlayer, teamsByCode[code]);
+ }
+ break;
+ }
+ }
+ PhotonTeam team = teamsByCode[teamCode];
+ if (!playersPerTeam[teamCode].Add(targetPlayer))
+ {
+ Debug.LogWarningFormat("Unexpected situation while setting team {0} for player {1}, updating teams for all", team, targetPlayer);
+ this.UpdateTeams();
+ }
+ if (PlayerJoinedTeam != null)
+ {
+ PlayerJoinedTeam(targetPlayer, team);
+ }
+ }
+ else
+ {
+ Debug.LogErrorFormat("Unexpected: custom property key {0} should have of type byte, instead we got {1} of type {2}. Player: {3}",
+ TeamPlayerProp, temp, temp.GetType(), targetPlayer);
+ }
+ }
+ }
+
+ void IInRoomCallbacks.OnPlayerLeftRoom(Player otherPlayer)
+ {
+ if (otherPlayer.IsInactive)
+ {
+ return;
+ }
+ PhotonTeam team = otherPlayer.GetPhotonTeam();
+ if (team != null && !playersPerTeam[team.Code].Remove(otherPlayer))
+ {
+ Debug.LogWarningFormat("Unexpected situation while removing player {0} who left from team {1}, updating teams for all", otherPlayer, team);
+ // revert to 'brute force' in case of unexpected situation
+ this.UpdateTeams();
+ }
+ }
+
+ void IInRoomCallbacks.OnPlayerEnteredRoom(Player newPlayer)
+ {
+ PhotonTeam team = newPlayer.GetPhotonTeam();
+ if (team == null)
+ {
+ return;
+ }
+ if (playersPerTeam[team.Code].Contains(newPlayer))
+ {
+ // player rejoined w/ same team
+ return;
+ }
+ // check if player rejoined w/ different team, remove from previous team
+ foreach (var key in teamsByCode.Keys)
+ {
+ if (playersPerTeam[key].Remove(newPlayer))
+ {
+ break;
+ }
+ }
+ if (!playersPerTeam[team.Code].Add(newPlayer))
+ {
+ Debug.LogWarningFormat("Unexpected situation while adding player {0} who joined to team {1}, updating teams for all", newPlayer, team);
+ // revert to 'brute force' in case of unexpected situation
+ this.UpdateTeams();
+ }
+ }
+
+ #endregion
+
+ #region Private methods
+
+ private void UpdateTeams()
+ {
+ this.ClearTeams();
+ for (int i = 0; i < PhotonNetwork.PlayerList.Length; i++)
+ {
+ Player player = PhotonNetwork.PlayerList[i];
+ PhotonTeam playerTeam = player.GetPhotonTeam();
+ if (playerTeam != null)
+ {
+ playersPerTeam[playerTeam.Code].Add(player);
+ }
+ }
+ }
+
+ private void ClearTeams()
+ {
+ foreach (var key in playersPerTeam.Keys)
+ {
+ playersPerTeam[key].Clear();
+ }
+ }
+
+ #endregion
+
+ #region Public API
+
+ /// <summary>
+ /// Find a PhotonTeam using a team code.
+ /// </summary>
+ /// <param name="code">The team code.</param>
+ /// <param name="team">The team to be assigned if found.</param>
+ /// <returns>If successful or not.</returns>
+ public bool TryGetTeamByCode(byte code, out PhotonTeam team)
+ {
+ return teamsByCode.TryGetValue(code, out team);
+ }
+
+ /// <summary>
+ /// Find a PhotonTeam using a team name.
+ /// </summary>
+ /// <param name="teamName">The team name.</param>
+ /// <param name="team">The team to be assigned if found.</param>
+ /// <returns>If successful or not.</returns>
+ public bool TryGetTeamByName(string teamName, out PhotonTeam team)
+ {
+ return teamsByName.TryGetValue(teamName, out team);
+ }
+
+ /// <summary>
+ /// Gets all teams available.
+ /// </summary>
+ /// <returns>Returns all teams available.</returns>
+ public PhotonTeam[] GetAvailableTeams()
+ {
+ if (teamsList != null)
+ {
+ return teamsList.ToArray();
+ }
+ return null;
+ }
+
+ /// <summary>
+ /// Gets all players joined to a team using a team code.
+ /// </summary>
+ /// <param name="code">The code of the team.</param>
+ /// <param name="members">The array of players to be filled.</param>
+ /// <returns>If successful or not.</returns>
+ public bool TryGetTeamMembers(byte code, out Player[] members)
+ {
+ members = null;
+ HashSet<Player> players;
+ if (this.playersPerTeam.TryGetValue(code, out players))
+ {
+ members = new Player[players.Count];
+ int i = 0;
+ foreach (var player in players)
+ {
+ members[i] = player;
+ i++;
+ }
+ return true;
+ }
+ return false;
+ }
+
+ /// <summary>
+ /// Gets all players joined to a team using a team name.
+ /// </summary>
+ /// <param name="teamName">The name of the team.</param>
+ /// <param name="members">The array of players to be filled.</param>
+ /// <returns>If successful or not.</returns>
+ public bool TryGetTeamMembers(string teamName, out Player[] members)
+ {
+ members = null;
+ PhotonTeam team;
+ if (this.TryGetTeamByName(teamName, out team))
+ {
+ return this.TryGetTeamMembers(team.Code, out members);
+ }
+ return false;
+ }
+
+ /// <summary>
+ /// Gets all players joined to a team.
+ /// </summary>
+ /// <param name="team">The team which will be used to find players.</param>
+ /// <param name="members">The array of players to be filled.</param>
+ /// <returns>If successful or not.</returns>
+ public bool TryGetTeamMembers(PhotonTeam team, out Player[] members)
+ {
+ members = null;
+ if (team != null)
+ {
+ return this.TryGetTeamMembers(team.Code, out members);
+ }
+ return false;
+ }
+
+ /// <summary>
+ /// Gets all team mates of a player.
+ /// </summary>
+ /// <param name="player">The player whose team mates will be searched.</param>
+ /// <param name="teamMates">The array of players to be filled.</param>
+ /// <returns>If successful or not.</returns>
+ public bool TryGetTeamMatesOfPlayer(Player player, out Player[] teamMates)
+ {
+ teamMates = null;
+ if (player == null)
+ {
+ return false;
+ }
+ PhotonTeam team = player.GetPhotonTeam();
+ if (team == null)
+ {
+ return false;
+ }
+ HashSet<Player> players;
+ if (this.playersPerTeam.TryGetValue(team.Code, out players))
+ {
+ if (!players.Contains(player))
+ {
+ Debug.LogWarningFormat("Unexpected situation while getting team mates of player {0} who is joined to team {1}, updating teams for all", player, team);
+ // revert to 'brute force' in case of unexpected situation
+ this.UpdateTeams();
+ }
+ teamMates = new Player[players.Count - 1];
+ int i = 0;
+ foreach (var p in players)
+ {
+ if (p.Equals(player))
+ {
+ continue;
+ }
+ teamMates[i] = p;
+ i++;
+ }
+ return true;
+ }
+ return false;
+ }
+
+ /// <summary>
+ /// Gets the number of players in a team by team code.
+ /// </summary>
+ /// <param name="code">Unique code of the team</param>
+ /// <returns>Number of players joined to the team.</returns>
+ public int GetTeamMembersCount(byte code)
+ {
+ PhotonTeam team;
+ if (this.TryGetTeamByCode(code, out team))
+ {
+ return this.GetTeamMembersCount(team);
+ }
+ return 0;
+ }
+
+ /// <summary>
+ /// Gets the number of players in a team by team name.
+ /// </summary>
+ /// <param name="name">Unique name of the team</param>
+ /// <returns>Number of players joined to the team.</returns>
+ public int GetTeamMembersCount(string name)
+ {
+ PhotonTeam team;
+ if (this.TryGetTeamByName(name, out team))
+ {
+ return this.GetTeamMembersCount(team);
+ }
+ return 0;
+ }
+
+ /// <summary>
+ /// Gets the number of players in a team.
+ /// </summary>
+ /// <param name="team">The team you want to know the size of</param>
+ /// <returns>Number of players joined to the team.</returns>
+ public int GetTeamMembersCount(PhotonTeam team)
+ {
+ HashSet<Player> players;
+ if (team != null && this.playersPerTeam.TryGetValue(team.Code, out players) && players != null)
+ {
+ return players.Count;
+ }
+ return 0;
+ }
+
+ #endregion
+
+ #region Unused methods
+
+ void IMatchmakingCallbacks.OnFriendListUpdate(List<FriendInfo> friendList)
+ {
+ }
+
+ void IMatchmakingCallbacks.OnCreatedRoom()
+ {
+ }
+
+ void IMatchmakingCallbacks.OnCreateRoomFailed(short returnCode, string message)
+ {
+ }
+
+ void IMatchmakingCallbacks.OnJoinRoomFailed(short returnCode, string message)
+ {
+ }
+
+ void IMatchmakingCallbacks.OnJoinRandomFailed(short returnCode, string message)
+ {
+ }
+
+ void IInRoomCallbacks.OnRoomPropertiesUpdate(Hashtable propertiesThatChanged)
+ {
+ }
+
+ void IInRoomCallbacks.OnMasterClientSwitched(Player newMasterClient)
+ {
+ }
+
+ #endregion
+ }
+
+ /// <summary>Extension methods for the Player class that make use of PhotonTeamsManager.</summary>
+ public static class PhotonTeamExtensions
+ {
+ /// <summary>Gets the team the player is currently joined to. Null if none.</summary>
+ /// <returns>The team the player is currently joined to. Null if none.</returns>
+ public static PhotonTeam GetPhotonTeam(this Player player)
+ {
+ object teamId;
+ PhotonTeam team;
+ if (player.CustomProperties.TryGetValue(PhotonTeamsManager.TeamPlayerProp, out teamId) && PhotonTeamsManager.Instance.TryGetTeamByCode((byte)teamId, out team))
+ {
+ return team;
+ }
+ return null;
+ }
+
+ /// <summary>
+ /// Join a team.
+ /// </summary>
+ /// <param name="player">The player who will join a team.</param>
+ /// <param name="team">The team to be joined.</param>
+ /// <returns></returns>
+ public static bool JoinTeam(this Player player, PhotonTeam team)
+ {
+ if (team == null)
+ {
+ Debug.LogWarning("JoinTeam failed: PhotonTeam provided is null");
+ return false;
+ }
+ PhotonTeam currentTeam = player.GetPhotonTeam();
+ if (currentTeam != null)
+ {
+ Debug.LogWarningFormat("JoinTeam failed: player ({0}) is already joined to a team ({1}), call SwitchTeam instead", player, team);
+ return false;
+ }
+ return player.SetCustomProperties(new Hashtable { { PhotonTeamsManager.TeamPlayerProp, team.Code } });
+ }
+
+ /// <summary>
+ /// Join a team using team code.
+ /// </summary>
+ /// <param name="player">The player who will join the team.</param>
+ /// <param name="teamCode">The code fo the team to be joined.</param>
+ /// <returns></returns>
+ public static bool JoinTeam(this Player player, byte teamCode)
+ {
+ PhotonTeam team;
+ return PhotonTeamsManager.Instance.TryGetTeamByCode(teamCode, out team) && player.JoinTeam(team);
+ }
+
+ /// <summary>
+ /// Join a team using team name.
+ /// </summary>
+ /// <param name="player">The player who will join the team.</param>
+ /// <param name="teamName">The name of the team to be joined.</param>
+ /// <returns></returns>
+ public static bool JoinTeam(this Player player, string teamName)
+ {
+ PhotonTeam team;
+ return PhotonTeamsManager.Instance.TryGetTeamByName(teamName, out team) && player.JoinTeam(team);
+ }
+
+ /// <summary>Switch that player's team to the one you assign.</summary>
+ /// <remarks>Internally checks if this player is in that team already or not. Only team switches are actually sent.</remarks>
+ /// <param name="player"></param>
+ /// <param name="team"></param>
+ public static bool SwitchTeam(this Player player, PhotonTeam team)
+ {
+ if (team == null)
+ {
+ Debug.LogWarning("SwitchTeam failed: PhotonTeam provided is null");
+ return false;
+ }
+ PhotonTeam currentTeam = player.GetPhotonTeam();
+ if (currentTeam == null)
+ {
+ Debug.LogWarningFormat("SwitchTeam failed: player ({0}) was not joined to any team, call JoinTeam instead", player);
+ return false;
+ }
+ if (currentTeam.Code == team.Code)
+ {
+ Debug.LogWarningFormat("SwitchTeam failed: player ({0}) is already joined to the same team {1}", player, team);
+ return false;
+ }
+ return player.SetCustomProperties(new Hashtable { { PhotonTeamsManager.TeamPlayerProp, team.Code } },
+ new Hashtable { { PhotonTeamsManager.TeamPlayerProp, currentTeam.Code }});
+ }
+
+ /// <summary>Switch the player's team using a team code.</summary>
+ /// <remarks>Internally checks if this player is in that team already or not.</remarks>
+ /// <param name="player">The player that will switch teams.</param>
+ /// <param name="teamCode">The code of the team to switch to.</param>
+ /// <returns>If the team switch request is queued to be sent to the server or done in case offline or not joined to a room yet.</returns>
+ public static bool SwitchTeam(this Player player, byte teamCode)
+ {
+ PhotonTeam team;
+ return PhotonTeamsManager.Instance.TryGetTeamByCode(teamCode, out team) && player.SwitchTeam(team);
+ }
+
+ /// <summary>Switch the player's team using a team name.</summary>
+ /// <remarks>Internally checks if this player is in that team already or not.</remarks>
+ /// <param name="player">The player that will switch teams.</param>
+ /// <param name="teamName">The name of the team to switch to.</param>
+ /// <returns>If the team switch request is queued to be sent to the server or done in case offline or not joined to a room yet.</returns>
+ public static bool SwitchTeam(this Player player, string teamName)
+ {
+ PhotonTeam team;
+ return PhotonTeamsManager.Instance.TryGetTeamByName(teamName, out team) && player.SwitchTeam(team);
+ }
+
+ /// <summary>
+ /// Leave the current team if any.
+ /// </summary>
+ /// <param name="player"></param>
+ /// <returns>If the leaving team request is queued to be sent to the server or done in case offline or not joined to a room yet.</returns>
+ public static bool LeaveCurrentTeam(this Player player)
+ {
+ PhotonTeam currentTeam = player.GetPhotonTeam();
+ if (currentTeam == null)
+ {
+ Debug.LogWarningFormat("LeaveCurrentTeam failed: player ({0}) was not joined to any team", player);
+ return false;
+ }
+ return player.SetCustomProperties(new Hashtable {{PhotonTeamsManager.TeamPlayerProp, null}}, new Hashtable {{PhotonTeamsManager.TeamPlayerProp, currentTeam.Code}});
+ }
+
+ /// <summary>
+ /// Try to get the team mates.
+ /// </summary>
+ /// <param name="player">The player to get the team mates of.</param>
+ /// <param name="teamMates">The team mates array to fill.</param>
+ /// <returns>If successful or not.</returns>
+ public static bool TryGetTeamMates(this Player player, out Player[] teamMates)
+ {
+ return PhotonTeamsManager.Instance.TryGetTeamMatesOfPlayer(player, out teamMates);
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/PhotonTeamsManager.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/PhotonTeamsManager.cs.meta
new file mode 100644
index 0000000..640e2d9
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/PhotonTeamsManager.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 8701526de72d8774fa165e66daf050ed
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/PlayerNumbering.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/PlayerNumbering.cs
new file mode 100644
index 0000000..d51eccd
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/PlayerNumbering.cs
@@ -0,0 +1,267 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="PlayerNumbering.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Utilities,
+// </copyright>
+// <summary>
+// Assign numbers to Players in a room. Uses Room custom Properties
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using System.Collections.Generic;
+using System.Linq;
+
+using UnityEngine;
+
+using Photon.Pun;
+using Photon.Realtime;
+using Hashtable = ExitGames.Client.Photon.Hashtable;
+
+namespace Photon.Pun.UtilityScripts
+{
+ /// <summary>
+ /// Implements consistent numbering in a room/game with help of room properties. Access them by Player.GetPlayerNumber() extension.
+ /// </summary>
+ /// <remarks>
+ /// indexing ranges from 0 to the maximum number of Players.
+ /// indexing remains for the player while in room.
+ /// If a Player is numbered 2 and player numbered 1 leaves, numbered 1 become vacant and will assigned to the future player joining (the first available vacant number is assigned when joining)
+ /// </remarks>
+ public class PlayerNumbering : MonoBehaviourPunCallbacks
+ {
+ //TODO: Add a "numbers available" bool, to allow easy access to this?!
+
+ #region Public Properties
+
+ /// <summary>
+ /// The instance. EntryPoint to query about Room Indexing.
+ /// </summary>
+ public static PlayerNumbering instance;
+
+ public static Player[] SortedPlayers;
+
+ /// <summary>
+ /// OnPlayerNumberingChanged delegate. Use
+ /// </summary>
+ public delegate void PlayerNumberingChanged();
+ /// <summary>
+ /// Called everytime the room Indexing was updated. Use this for discrete updates. Always better than brute force calls every frame.
+ /// </summary>
+ public static event PlayerNumberingChanged OnPlayerNumberingChanged;
+
+
+ /// <summary>Defines the room custom property name to use for room player indexing tracking.</summary>
+ public const string RoomPlayerIndexedProp = "pNr";
+
+ /// <summary>
+ /// dont destroy on load flag for this Component's GameObject to survive Level Loading.
+ /// </summary>
+ public bool dontDestroyOnLoad = false;
+
+
+ #endregion
+
+
+ #region MonoBehaviours methods
+
+ public void Awake()
+ {
+
+ if (instance != null && instance != this && instance.gameObject != null)
+ {
+ GameObject.DestroyImmediate(instance.gameObject);
+ }
+
+ instance = this;
+ if (dontDestroyOnLoad)
+ {
+ DontDestroyOnLoad(this.gameObject);
+ }
+
+ this.RefreshData();
+ }
+
+ #endregion
+
+
+ #region PunBehavior Overrides
+
+ public override void OnJoinedRoom()
+ {
+ this.RefreshData();
+ }
+
+ public override void OnLeftRoom()
+ {
+ PhotonNetwork.LocalPlayer.CustomProperties.Remove(PlayerNumbering.RoomPlayerIndexedProp);
+ }
+
+ public override void OnPlayerEnteredRoom(Player newPlayer)
+ {
+ this.RefreshData();
+ }
+
+ public override void OnPlayerLeftRoom(Player otherPlayer)
+ {
+ this.RefreshData();
+ }
+
+ public override void OnPlayerPropertiesUpdate(Player targetPlayer, Hashtable changedProps)
+ {
+ if (changedProps != null && changedProps.ContainsKey(PlayerNumbering.RoomPlayerIndexedProp))
+ {
+ this.RefreshData();
+ }
+ }
+
+ #endregion
+
+
+ // each player can select it's own playernumber in a room, if all "older" players already selected theirs
+
+
+ /// <summary>
+ /// Internal call Refresh the cached data and call the OnPlayerNumberingChanged delegate.
+ /// </summary>
+ public void RefreshData()
+ {
+ if (PhotonNetwork.CurrentRoom == null)
+ {
+ return;
+ }
+
+ if (PhotonNetwork.LocalPlayer.GetPlayerNumber() >= 0)
+ {
+ SortedPlayers = PhotonNetwork.CurrentRoom.Players.Values.OrderBy((p) => p.GetPlayerNumber()).ToArray();
+ if (OnPlayerNumberingChanged != null)
+ {
+ OnPlayerNumberingChanged();
+ }
+ return;
+ }
+
+
+ HashSet<int> usedInts = new HashSet<int>();
+ Player[] sorted = PhotonNetwork.PlayerList.OrderBy((p) => p.ActorNumber).ToArray();
+
+ string allPlayers = "all players: ";
+ foreach (Player player in sorted)
+ {
+ allPlayers += player.ActorNumber + "=pNr:"+player.GetPlayerNumber()+", ";
+
+ int number = player.GetPlayerNumber();
+
+ // if it's this user, select a number and break
+ // else:
+ // check if that user has a number
+ // if not, break!
+ // else remember used numbers
+
+ if (player.IsLocal)
+ {
+ Debug.Log ("PhotonNetwork.CurrentRoom.PlayerCount = " + PhotonNetwork.CurrentRoom.PlayerCount);
+
+ // select a number
+ for (int i = 0; i < PhotonNetwork.CurrentRoom.PlayerCount; i++)
+ {
+ if (!usedInts.Contains(i))
+ {
+ player.SetPlayerNumber(i);
+ break;
+ }
+ }
+ // then break
+ break;
+ }
+ else
+ {
+ if (number < 0)
+ {
+ break;
+ }
+ else
+ {
+ usedInts.Add(number);
+ }
+ }
+ }
+
+ //Debug.Log(allPlayers);
+ //Debug.Log(PhotonNetwork.LocalPlayer.ToStringFull() + " has PhotonNetwork.player.GetPlayerNumber(): " + PhotonNetwork.LocalPlayer.GetPlayerNumber());
+
+ SortedPlayers = PhotonNetwork.CurrentRoom.Players.Values.OrderBy((p) => p.GetPlayerNumber()).ToArray();
+ if (OnPlayerNumberingChanged != null)
+ {
+ OnPlayerNumberingChanged();
+ }
+ }
+ }
+
+
+
+ /// <summary>Extension used for PlayerRoomIndexing and Player class.</summary>
+ public static class PlayerNumberingExtensions
+ {
+ /// <summary>Extension for Player class to wrap up access to the player's custom property.
+ /// Make sure you use the delegate 'OnPlayerNumberingChanged' to knoiw when you can query the PlayerNumber. Numbering can changes over time or not be yet assigned during the initial phase ( when player creates a room for example)
+ /// </summary>
+ /// <returns>persistent index in room. -1 for no indexing</returns>
+ public static int GetPlayerNumber(this Player player)
+ {
+ if (player == null) {
+ return -1;
+ }
+
+ if (PhotonNetwork.OfflineMode)
+ {
+ return 0;
+ }
+ if (!PhotonNetwork.IsConnectedAndReady)
+ {
+ return -1;
+ }
+
+ object value;
+ if (player.CustomProperties.TryGetValue (PlayerNumbering.RoomPlayerIndexedProp, out value)) {
+ return (byte)value;
+ }
+ return -1;
+ }
+
+ /// <summary>
+ /// Sets the player number.
+ /// It's not recommanded to manually interfere with the playerNumbering, but possible.
+ /// </summary>
+ /// <param name="player">Player.</param>
+ /// <param name="playerNumber">Player number.</param>
+ public static void SetPlayerNumber(this Player player, int playerNumber)
+ {
+ if (player == null) {
+ return;
+ }
+
+ if (PhotonNetwork.OfflineMode)
+ {
+ return;
+ }
+
+ if (playerNumber < 0)
+ {
+ Debug.LogWarning("Setting invalid playerNumber: " + playerNumber + " for: " + player.ToStringFull());
+ }
+
+ if (!PhotonNetwork.IsConnectedAndReady)
+ {
+ Debug.LogWarning("SetPlayerNumber was called in state: " + PhotonNetwork.NetworkClientState + ". Not IsConnectedAndReady.");
+ return;
+ }
+
+ int current = player.GetPlayerNumber();
+ if (current != playerNumber)
+ {
+ Debug.Log("PlayerNumbering: Set number "+playerNumber);
+ player.SetCustomProperties(new Hashtable() { { PlayerNumbering.RoomPlayerIndexedProp, (byte)playerNumber } });
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/PlayerNumbering.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/PlayerNumbering.cs.meta
new file mode 100644
index 0000000..39220f0
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/PlayerNumbering.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: b28dd60f6abf16d4094cf0f642a043e2
+timeCreated: 1512563044
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/PunPlayerScores.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/PunPlayerScores.cs
new file mode 100644
index 0000000..8054edd
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/PunPlayerScores.cs
@@ -0,0 +1,62 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="PunPlayerScores.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Utilities,
+// </copyright>
+// <summary>
+// Scoring system for PhotonPlayer
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using System.Collections;
+using System.Collections.Generic;
+
+using UnityEngine;
+
+using Photon.Pun;
+using Photon.Realtime;
+using Hashtable = ExitGames.Client.Photon.Hashtable;
+
+namespace Photon.Pun.UtilityScripts
+{
+ /// <summary>
+ /// Scoring system for PhotonPlayer
+ /// </summary>
+ public class PunPlayerScores : MonoBehaviour
+ {
+ public const string PlayerScoreProp = "score";
+ }
+
+ public static class ScoreExtensions
+ {
+ public static void SetScore(this Player player, int newScore)
+ {
+ Hashtable score = new Hashtable(); // using PUN's implementation of Hashtable
+ score[PunPlayerScores.PlayerScoreProp] = newScore;
+
+ player.SetCustomProperties(score); // this locally sets the score and will sync it in-game asap.
+ }
+
+ public static void AddScore(this Player player, int scoreToAddToCurrent)
+ {
+ int current = player.GetScore();
+ current = current + scoreToAddToCurrent;
+
+ Hashtable score = new Hashtable(); // using PUN's implementation of Hashtable
+ score[PunPlayerScores.PlayerScoreProp] = current;
+
+ player.SetCustomProperties(score); // this locally sets the score and will sync it in-game asap.
+ }
+
+ public static int GetScore(this Player player)
+ {
+ object score;
+ if (player.CustomProperties.TryGetValue(PunPlayerScores.PlayerScoreProp, out score))
+ {
+ return (int)score;
+ }
+
+ return 0;
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/PunPlayerScores.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/PunPlayerScores.cs.meta
new file mode 100644
index 0000000..5904915
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/PunPlayerScores.cs.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 6b4df3943860f1d45bfe232053a58d80
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/PunTeams.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/PunTeams.cs
new file mode 100644
index 0000000..bc06313
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/PunTeams.cs
@@ -0,0 +1,156 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="PunTeams.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Utilities,
+// </copyright>
+// <summary>
+// Implements teams in a room/game with help of player properties. Access them by Player.GetTeam extension.
+// </summary>
+// <remarks>
+// Teams are defined by enum Team. Change this to get more / different teams.
+// There are no rules when / if you can join a team. You could add this in JoinTeam or something.
+// </remarks>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using System;
+using System.Collections.Generic;
+
+using UnityEngine;
+
+using Photon.Pun;
+using Photon.Realtime;
+using ExitGames.Client.Photon;
+using Hashtable = ExitGames.Client.Photon.Hashtable;
+
+namespace Photon.Pun.UtilityScripts
+{
+ /// <summary>
+ /// Implements teams in a room/game with help of player properties. Access them by Player.GetTeam extension.
+ /// </summary>
+ /// <remarks>
+ /// Teams are defined by enum Team. Change this to get more / different teams.
+ /// There are no rules when / if you can join a team. You could add this in JoinTeam or something.
+ /// </remarks>
+ [Obsolete("do not use this or add it to the scene. use PhotonTeamsManager instead")]
+ public class PunTeams : MonoBehaviourPunCallbacks
+ {
+ /// <summary>Enum defining the teams available. First team should be neutral (it's the default value any field of this enum gets).</summary>
+ [Obsolete("use custom PhotonTeam instead")]
+ public enum Team : byte { none, red, blue };
+
+ /// <summary>The main list of teams with their player-lists. Automatically kept up to date.</summary>
+ /// <remarks>Note that this is static. Can be accessed by PunTeam.PlayersPerTeam. You should not modify this.</remarks>
+ [Obsolete("use PhotonTeamsManager.Instance.TryGetTeamMembers instead")]
+ public static Dictionary<Team, List<Player>> PlayersPerTeam;
+
+ /// <summary>Defines the player custom property name to use for team affinity of "this" player.</summary>
+ [Obsolete("do not use this. PhotonTeamsManager.TeamPlayerProp is used internally instead.")]
+ public const string TeamPlayerProp = "team";
+
+
+ #region Events by Unity and Photon
+
+ public void Start()
+ {
+ PlayersPerTeam = new Dictionary<Team, List<Player>>();
+ Array enumVals = Enum.GetValues(typeof(Team));
+ foreach (var enumVal in enumVals)
+ {
+ PlayersPerTeam[(Team)enumVal] = new List<Player>();
+ }
+ }
+
+ public override void OnDisable()
+ {
+ base.OnDisable();
+ this.Start();
+ }
+
+ /// <summary>Needed to update the team lists when joining a room.</summary>
+ /// <remarks>Called by PUN. See enum MonoBehaviourPunCallbacks for an explanation.</remarks>
+ public override void OnJoinedRoom()
+ {
+
+ this.UpdateTeams();
+ }
+
+ public override void OnLeftRoom()
+ {
+ Start();
+ }
+
+ /// <summary>Refreshes the team lists. It could be a non-team related property change, too.</summary>
+ /// <remarks>Called by PUN. See enum MonoBehaviourPunCallbacks for an explanation.</remarks>
+ public override void OnPlayerPropertiesUpdate(Player targetPlayer, Hashtable changedProps)
+ {
+ this.UpdateTeams();
+ }
+
+ public override void OnPlayerLeftRoom(Player otherPlayer)
+ {
+ this.UpdateTeams();
+ }
+
+ public override void OnPlayerEnteredRoom(Player newPlayer)
+ {
+ this.UpdateTeams();
+ }
+
+ #endregion
+
+ [Obsolete("do not call this.")]
+ public void UpdateTeams()
+ {
+ Array enumVals = Enum.GetValues(typeof(Team));
+ foreach (var enumVal in enumVals)
+ {
+ PlayersPerTeam[(Team)enumVal].Clear();
+ }
+
+ for (int i = 0; i < PhotonNetwork.PlayerList.Length; i++)
+ {
+ Player player = PhotonNetwork.PlayerList[i];
+ Team playerTeam = player.GetTeam();
+ PlayersPerTeam[playerTeam].Add(player);
+ }
+ }
+ }
+
+ /// <summary>Extension used for PunTeams and Player class. Wraps access to the player's custom property.</summary>
+ public static class TeamExtensions
+ {
+ /// <summary>Extension for Player class to wrap up access to the player's custom property.</summary>
+ /// <returns>PunTeam.Team.none if no team was found (yet).</returns>
+ [Obsolete("Use player.GetPhotonTeam")]
+ public static PunTeams.Team GetTeam(this Player player)
+ {
+ object teamId;
+ if (player.CustomProperties.TryGetValue(PunTeams.TeamPlayerProp, out teamId))
+ {
+ return (PunTeams.Team)teamId;
+ }
+
+ return PunTeams.Team.none;
+ }
+
+ /// <summary>Switch that player's team to the one you assign.</summary>
+ /// <remarks>Internally checks if this player is in that team already or not. Only team switches are actually sent.</remarks>
+ /// <param name="player"></param>
+ /// <param name="team"></param>
+ [Obsolete("Use player.JoinTeam")]
+ public static void SetTeam(this Player player, PunTeams.Team team)
+ {
+ if (!PhotonNetwork.IsConnectedAndReady)
+ {
+ Debug.LogWarning("JoinTeam was called in state: " + PhotonNetwork.NetworkClientState + ". Not IsConnectedAndReady.");
+ return;
+ }
+
+ PunTeams.Team currentTeam = player.GetTeam();
+ if (currentTeam != team)
+ {
+ player.SetCustomProperties(new Hashtable() { { PunTeams.TeamPlayerProp, (byte)team } });
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/PunTeams.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/PunTeams.cs.meta
new file mode 100644
index 0000000..9dffb8a
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonPlayer/PunTeams.cs.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 6587c8104d7524f4280d0a68dd779f27
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonUnityNetworking.Utilities.asmdef b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonUnityNetworking.Utilities.asmdef
new file mode 100644
index 0000000..5812232
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonUnityNetworking.Utilities.asmdef
@@ -0,0 +1,11 @@
+{
+ "name": "PhotonUnityNetworking.Utilities",
+ "references": [
+ "PhotonRealtime",
+ "PhotonUnityNetworking"
+ ],
+ "optionalUnityReferences": [],
+ "includePlatforms": [],
+ "excludePlatforms": [],
+ "allowUnsafeCode": false
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonUnityNetworking.Utilities.asmdef.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonUnityNetworking.Utilities.asmdef.meta
new file mode 100644
index 0000000..7e3157c
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonUnityNetworking.Utilities.asmdef.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
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+timeCreated: 1537459565
+licenseType: Store
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonView.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonView.meta
new file mode 100644
index 0000000..07d3ae1
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonView.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 199121930ec5d4aa9bb53d836180b74f
+folderAsset: yes
+timeCreated: 1529327582
+licenseType: Store
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonView/SmoothSyncMovement.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonView/SmoothSyncMovement.cs
new file mode 100644
index 0000000..2f3a75b
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonView/SmoothSyncMovement.cs
@@ -0,0 +1,72 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="SmoothSyncMovement.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Utilities,
+// </copyright>
+// <summary>
+// Smoothed out movement for network gameobjects
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+
+using Photon.Pun;
+using Photon.Realtime;
+
+namespace Photon.Pun.UtilityScripts
+{
+ /// <summary>
+ /// Smoothed out movement for network gameobjects
+ /// </summary>
+ [RequireComponent(typeof(PhotonView))]
+ public class SmoothSyncMovement : Photon.Pun.MonoBehaviourPun, IPunObservable
+ {
+ public float SmoothingDelay = 5;
+ public void Awake()
+ {
+ bool observed = false;
+ foreach (Component observedComponent in this.photonView.ObservedComponents)
+ {
+ if (observedComponent == this)
+ {
+ observed = true;
+ break;
+ }
+ }
+ if (!observed)
+ {
+ Debug.LogWarning(this + " is not observed by this object's photonView! OnPhotonSerializeView() in this class won't be used.");
+ }
+ }
+
+ public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
+ {
+ if (stream.IsWriting)
+ {
+ //We own this player: send the others our data
+ stream.SendNext(transform.position);
+ stream.SendNext(transform.rotation);
+ }
+ else
+ {
+ //Network player, receive data
+ correctPlayerPos = (Vector3)stream.ReceiveNext();
+ correctPlayerRot = (Quaternion)stream.ReceiveNext();
+ }
+ }
+
+ private Vector3 correctPlayerPos = Vector3.zero; //We lerp towards this
+ private Quaternion correctPlayerRot = Quaternion.identity; //We lerp towards this
+
+ public void Update()
+ {
+ if (!photonView.IsMine)
+ {
+ //Update remote player (smooth this, this looks good, at the cost of some accuracy)
+ transform.position = Vector3.Lerp(transform.position, correctPlayerPos, Time.deltaTime * this.SmoothingDelay);
+ transform.rotation = Quaternion.Lerp(transform.rotation, correctPlayerRot, Time.deltaTime * this.SmoothingDelay);
+ }
+ }
+
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonView/SmoothSyncMovement.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonView/SmoothSyncMovement.cs.meta
new file mode 100644
index 0000000..ed3764a
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/PhotonView/SmoothSyncMovement.cs.meta
@@ -0,0 +1,7 @@
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+guid: 35144820bcc25444bb8f0fd767d9423e
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
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+ icon: {instanceID: 0}
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping.meta
new file mode 100644
index 0000000..99561c8
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: e10fe700b1a744ec78575843923fe6d7
+folderAsset: yes
+timeCreated: 1529327245
+licenseType: Store
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/ConnectAndJoinRandom.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/ConnectAndJoinRandom.cs
new file mode 100644
index 0000000..8cfddfe
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/ConnectAndJoinRandom.cs
@@ -0,0 +1,136 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="ConnectAndJoinRandom.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Utilities,
+// </copyright>
+// <summary>
+// Simple component to call ConnectUsingSettings and to get into a PUN room easily.
+// </summary>
+// <remarks>
+// A custom inspector provides a button to connect in PlayMode, should AutoConnect be false.
+// </remarks>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+//#if UNITY_EDITOR
+//using UnityEditor;
+//#endif
+
+using UnityEngine;
+
+//using Photon.Pun;
+using Photon.Realtime;
+
+namespace Photon.Pun.UtilityScripts
+{
+ /// <summary>Simple component to call ConnectUsingSettings and to get into a PUN room easily.</summary>
+ /// <remarks>A custom inspector provides a button to connect in PlayMode, should AutoConnect be false.</remarks>
+ public class ConnectAndJoinRandom : MonoBehaviourPunCallbacks
+ {
+ /// <summary>Connect automatically? If false you can set this to true later on or call ConnectUsingSettings in your own scripts.</summary>
+ public bool AutoConnect = true;
+
+ /// <summary>Used as PhotonNetwork.GameVersion.</summary>
+ public byte Version = 1;
+
+ /// <summary>Max number of players allowed in room. Once full, a new room will be created by the next connection attemping to join.</summary>
+ [Tooltip("The max number of players allowed in room. Once full, a new room will be created by the next connection attemping to join.")]
+ public byte MaxPlayers = 4;
+
+ public int playerTTL = -1;
+
+ public void Start()
+ {
+ if (this.AutoConnect)
+ {
+ this.ConnectNow();
+ }
+ }
+
+ public void ConnectNow()
+ {
+ Debug.Log("ConnectAndJoinRandom.ConnectNow() will now call: PhotonNetwork.ConnectUsingSettings().");
+
+
+ PhotonNetwork.ConnectUsingSettings();
+ PhotonNetwork.GameVersion = this.Version + "." + SceneManagerHelper.ActiveSceneBuildIndex;
+
+ }
+
+
+ // below, we implement some callbacks of the Photon Realtime API.
+ // Being a MonoBehaviourPunCallbacks means, we can override the few methods which are needed here.
+
+
+ public override void OnConnectedToMaster()
+ {
+ Debug.Log("OnConnectedToMaster() was called by PUN. This client is now connected to Master Server in region [" + PhotonNetwork.CloudRegion +
+ "] and can join a room. Calling: PhotonNetwork.JoinRandomRoom();");
+ PhotonNetwork.JoinRandomRoom();
+ }
+
+ public override void OnJoinedLobby()
+ {
+ Debug.Log("OnJoinedLobby(). This client is now connected to Relay in region [" + PhotonNetwork.CloudRegion + "]. This script now calls: PhotonNetwork.JoinRandomRoom();");
+ PhotonNetwork.JoinRandomRoom();
+ }
+
+ public override void OnJoinRandomFailed(short returnCode, string message)
+ {
+ Debug.Log("OnJoinRandomFailed() was called by PUN. No random room available in region [" + PhotonNetwork.CloudRegion + "], so we create one. Calling: PhotonNetwork.CreateRoom(null, new RoomOptions() {maxPlayers = 4}, null);");
+
+ RoomOptions roomOptions = new RoomOptions() { MaxPlayers = this.MaxPlayers };
+ if (playerTTL >= 0)
+ roomOptions.PlayerTtl = playerTTL;
+
+ PhotonNetwork.CreateRoom(null, roomOptions, null);
+ }
+
+ // the following methods are implemented to give you some context. re-implement them as needed.
+ public override void OnDisconnected(DisconnectCause cause)
+ {
+ Debug.Log("OnDisconnected(" + cause + ")");
+ }
+
+ public override void OnJoinedRoom()
+ {
+ Debug.Log("OnJoinedRoom() called by PUN. Now this client is in a room in region [" + PhotonNetwork.CloudRegion + "]. Game is now running.");
+ }
+ }
+
+
+ //#if UNITY_EDITOR
+ //[CanEditMultipleObjects]
+ //[CustomEditor(typeof(ConnectAndJoinRandom), true)]
+ //public class ConnectAndJoinRandomInspector : Editor
+ //{
+ // void OnEnable() { EditorApplication.update += Update; }
+ // void OnDisable() { EditorApplication.update -= Update; }
+
+ // bool isConnectedCache = false;
+
+ // void Update()
+ // {
+ // if (this.isConnectedCache != PhotonNetwork.IsConnected)
+ // {
+ // this.Repaint();
+ // }
+ // }
+
+ // public override void OnInspectorGUI()
+ // {
+ // this.isConnectedCache = !PhotonNetwork.IsConnected;
+
+
+ // this.DrawDefaultInspector(); // Draw the normal inspector
+
+ // if (Application.isPlaying && !PhotonNetwork.IsConnected)
+ // {
+ // if (GUILayout.Button("Connect"))
+ // {
+ // ((ConnectAndJoinRandom)this.target).ConnectNow();
+ // }
+ // }
+ // }
+ //}
+ //#endif
+}
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/ConnectAndJoinRandom.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/ConnectAndJoinRandom.cs.meta
new file mode 100644
index 0000000..13f1494
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/ConnectAndJoinRandom.cs.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 5c1b84a427010e0469ce0df07ab64dbc
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/MoveByKeys.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/MoveByKeys.cs
new file mode 100644
index 0000000..344cbe8
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/MoveByKeys.cs
@@ -0,0 +1,111 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="OnJoinedInstantiate.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Utilities,
+// </copyright>
+// <summary>
+// Very basic component to move a GameObject by WASD and Space.
+// </summary>
+// <remarks>
+// Requires a PhotonView.
+// Disables itself on GameObjects that are not owned on Start.
+//
+// Speed affects movement-speed.
+// JumpForce defines how high the object "jumps".
+// JumpTimeout defines after how many seconds you can jump again.
+// </remarks>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+
+using UnityEngine;
+
+using Photon.Pun;
+using Photon.Realtime;
+
+namespace Photon.Pun.UtilityScripts
+{
+
+ /// <summary>
+ /// Very basic component to move a GameObject by WASD and Space.
+ /// </summary>
+ /// <remarks>
+ /// Requires a PhotonView.
+ /// Disables itself on GameObjects that are not owned on Start.
+ ///
+ /// Speed affects movement-speed.
+ /// JumpForce defines how high the object "jumps".
+ /// JumpTimeout defines after how many seconds you can jump again.
+ /// </remarks>
+ [RequireComponent(typeof(PhotonView))]
+ public class MoveByKeys : Photon.Pun.MonoBehaviourPun
+ {
+ public float Speed = 10f;
+ public float JumpForce = 200f;
+ public float JumpTimeout = 0.5f;
+
+ private bool isSprite;
+ private float jumpingTime;
+ private Rigidbody body;
+ private Rigidbody2D body2d;
+
+ public void Start()
+ {
+ //enabled = photonView.isMine;
+ this.isSprite = (GetComponent<SpriteRenderer>() != null);
+
+ this.body2d = GetComponent<Rigidbody2D>();
+ this.body = GetComponent<Rigidbody>();
+ }
+
+
+ // Update is called once per frame
+ public void FixedUpdate()
+ {
+ if (!photonView.IsMine)
+ {
+ return;
+ }
+
+ if ((Input.GetAxisRaw("Horizontal") < -0.1f) || (Input.GetAxisRaw("Horizontal") > 0.1f))
+ {
+ transform.position += Vector3.right * (Speed * Time.deltaTime) * Input.GetAxisRaw("Horizontal");
+ }
+
+ // jumping has a simple "cooldown" time but you could also jump in the air
+ if (this.jumpingTime <= 0.0f)
+ {
+ if (this.body != null || this.body2d != null)
+ {
+ // obj has a Rigidbody and can jump (AddForce)
+ if (Input.GetKey(KeyCode.Space))
+ {
+ this.jumpingTime = this.JumpTimeout;
+
+ Vector2 jump = Vector2.up * this.JumpForce;
+ if (this.body2d != null)
+ {
+ this.body2d.AddForce(jump);
+ }
+ else if (this.body != null)
+ {
+ this.body.AddForce(jump);
+ }
+ }
+ }
+ }
+ else
+ {
+ this.jumpingTime -= Time.deltaTime;
+ }
+
+ // 2d objects can't be moved in 3d "forward"
+ if (!this.isSprite)
+ {
+ if ((Input.GetAxisRaw("Vertical") < -0.1f) || (Input.GetAxisRaw("Vertical") > 0.1f))
+ {
+ transform.position += Vector3.forward * (Speed * Time.deltaTime) * Input.GetAxisRaw("Vertical");
+ }
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/MoveByKeys.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/MoveByKeys.cs.meta
new file mode 100644
index 0000000..63447da
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/MoveByKeys.cs.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 99b4daedc5e674a429acdf1e77da6a55
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/OnClickDestroy.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/OnClickDestroy.cs
new file mode 100644
index 0000000..fcd507a
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/OnClickDestroy.cs
@@ -0,0 +1,72 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="OnClickDestroy.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Utilities
+// </copyright>
+// <summary>A compact script for prototyping.</summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+
+namespace Photon.Pun.UtilityScripts
+{
+ using System.Collections;
+ using UnityEngine;
+ using UnityEngine.EventSystems;
+
+ /// <summary>
+ /// Destroys the networked GameObject either by PhotonNetwork.Destroy or by sending an RPC which calls Object.Destroy().
+ /// </summary>
+ /// <remarks>
+ /// Using an RPC to Destroy a GameObject is typically a bad idea.
+ /// It allows any player to Destroy a GameObject and may cause errors.
+ ///
+ /// A client has to clean up the server's event-cache, which contains events for Instantiate and
+ /// buffered RPCs related to the GO.
+ ///
+ /// A buffered RPC gets cleaned up when the sending player leaves the room, so players joining later
+ /// won't get those buffered RPCs. This in turn, may mean they don't destroy the GO due to coming later.
+ ///
+ /// Vice versa, a GameObject Instantiate might get cleaned up when the creating player leaves a room.
+ /// This way, the GameObject that a RPC targets might become lost.
+ ///
+ /// It makes sense to test those cases. Many are not breaking errors and you just have to be aware of them.
+ ///
+ ///
+ /// Gets OnClick() calls by Unity's IPointerClickHandler. Needs a PhysicsRaycaster on the camera.
+ /// See: https://docs.unity3d.com/ScriptReference/EventSystems.IPointerClickHandler.html
+ /// </remarks>
+ public class OnClickDestroy : MonoBehaviourPun, IPointerClickHandler
+ {
+ public PointerEventData.InputButton Button;
+ public KeyCode ModifierKey;
+
+ public bool DestroyByRpc;
+
+
+ void IPointerClickHandler.OnPointerClick(PointerEventData eventData)
+ {
+ if (!PhotonNetwork.InRoom || (this.ModifierKey != KeyCode.None && !Input.GetKey(this.ModifierKey)) || eventData.button != this.Button )
+ {
+ return;
+ }
+
+
+ if (this.DestroyByRpc)
+ {
+ this.photonView.RPC("DestroyRpc", RpcTarget.AllBuffered);
+ }
+ else
+ {
+ PhotonNetwork.Destroy(this.gameObject);
+ }
+ }
+
+
+ [PunRPC]
+ public IEnumerator DestroyRpc()
+ {
+ Destroy(this.gameObject);
+ yield return 0; // if you allow 1 frame to pass, the object's OnDestroy() method gets called and cleans up references.
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/OnClickDestroy.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/OnClickDestroy.cs.meta
new file mode 100644
index 0000000..f091f18
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/OnClickDestroy.cs.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 9dab7328ba500e944a99d62065fba6c0
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/OnClickInstantiate.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/OnClickInstantiate.cs
new file mode 100644
index 0000000..4c8f865
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/OnClickInstantiate.cs
@@ -0,0 +1,56 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="OnClickInstantiate.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Utilities
+// </copyright>
+// <summary>A compact script for prototyping.</summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+
+namespace Photon.Pun.UtilityScripts
+{
+ using UnityEngine;
+ using UnityEngine.EventSystems;
+
+
+ /// <summary>
+ /// Instantiates a networked GameObject on click.
+ /// </summary>
+ /// <remarks>
+ /// Gets OnClick() calls by Unity's IPointerClickHandler. Needs a PhysicsRaycaster on the camera.
+ /// See: https://docs.unity3d.com/ScriptReference/EventSystems.IPointerClickHandler.html
+ /// </remarks>
+ public class OnClickInstantiate : MonoBehaviour, IPointerClickHandler
+ {
+ public enum InstantiateOption { Mine, Scene }
+
+
+ public PointerEventData.InputButton Button;
+ public KeyCode ModifierKey;
+
+ public GameObject Prefab;
+
+ [SerializeField]
+ private InstantiateOption InstantiateType = InstantiateOption.Mine;
+
+
+ void IPointerClickHandler.OnPointerClick(PointerEventData eventData)
+ {
+ if (!PhotonNetwork.InRoom || (this.ModifierKey != KeyCode.None && !Input.GetKey(this.ModifierKey)) || eventData.button != this.Button)
+ {
+ return;
+ }
+
+
+ switch (this.InstantiateType)
+ {
+ case InstantiateOption.Mine:
+ PhotonNetwork.Instantiate(this.Prefab.name, eventData.pointerCurrentRaycast.worldPosition + new Vector3(0, 0.5f, 0), Quaternion.identity, 0);
+ break;
+ case InstantiateOption.Scene:
+ PhotonNetwork.InstantiateRoomObject(this.Prefab.name, eventData.pointerCurrentRaycast.worldPosition + new Vector3(0, 0.5f, 0), Quaternion.identity, 0, null);
+ break;
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/OnClickInstantiate.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/OnClickInstantiate.cs.meta
new file mode 100644
index 0000000..1150759
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/OnClickInstantiate.cs.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 9b79a9b62449de940a073364858c3f9b
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/OnClickRpc.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/OnClickRpc.cs
new file mode 100644
index 0000000..c36c59c
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/OnClickRpc.cs
@@ -0,0 +1,89 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="OnClickInstantiate.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Utilities
+// </copyright>
+// <summary>A compact script for prototyping.</summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+
+using System.Collections;
+
+
+namespace Photon.Pun.UtilityScripts
+{
+ using UnityEngine;
+ using UnityEngine.EventSystems;
+
+
+ /// <summary>
+ /// This component will instantiate a network GameObject when in a room and the user click on that component's GameObject.
+ /// Uses PhysicsRaycaster for positioning.
+ /// </summary>
+ public class OnClickRpc : MonoBehaviourPun, IPointerClickHandler
+ {
+ public PointerEventData.InputButton Button;
+ public KeyCode ModifierKey;
+
+ public RpcTarget Target;
+
+ void IPointerClickHandler.OnPointerClick(PointerEventData eventData)
+ {
+ if (!PhotonNetwork.InRoom || (this.ModifierKey != KeyCode.None && !Input.GetKey(this.ModifierKey)) || eventData.button != this.Button)
+ {
+ return;
+ }
+
+ this.photonView.RPC("ClickRpc", this.Target);
+ }
+
+
+ #region RPC Implementation
+
+ private Material originalMaterial;
+ private Color originalColor;
+ private bool isFlashing;
+
+ [PunRPC]
+ public void ClickRpc()
+ {
+ //Debug.Log("ClickRpc Called");
+ this.StartCoroutine(this.ClickFlash());
+ }
+
+ public IEnumerator ClickFlash()
+ {
+ if (isFlashing)
+ {
+ yield break;
+ }
+ isFlashing = true;
+
+ this.originalMaterial = GetComponent<Renderer>().material;
+ if (!this.originalMaterial.HasProperty("_EmissionColor"))
+ {
+ Debug.LogWarning("Doesn't have emission, can't flash " + gameObject);
+ yield break;
+ }
+
+ bool wasEmissive = this.originalMaterial.IsKeywordEnabled("_EMISSION");
+ this.originalMaterial.EnableKeyword("_EMISSION");
+
+ this.originalColor = this.originalMaterial.GetColor("_EmissionColor");
+ this.originalMaterial.SetColor("_EmissionColor", Color.white);
+
+ for (float f = 0.0f; f <= 1.0f; f += 0.08f)
+ {
+ Color lerped = Color.Lerp(Color.white, this.originalColor, f);
+ this.originalMaterial.SetColor("_EmissionColor", lerped);
+ yield return null;
+ }
+
+ this.originalMaterial.SetColor("_EmissionColor", this.originalColor);
+ if (!wasEmissive) this.originalMaterial.DisableKeyword("_EMISSION");
+ isFlashing = false;
+ }
+
+ #endregion
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/OnClickRpc.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/OnClickRpc.cs.meta
new file mode 100644
index 0000000..8a7d1de
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/OnClickRpc.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 2cd0ed7420882554fa146aab6aeb2e80
+timeCreated: 1536748184
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/OnEscapeQuit.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/OnEscapeQuit.cs
new file mode 100644
index 0000000..599aec0
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/OnEscapeQuit.cs
@@ -0,0 +1,32 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="OnJoinedInstantiate.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Utilities,
+// </copyright>
+// <summary>
+// This component will quit the application when escape key is pressed
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+using System.Collections;
+using System.Diagnostics;
+
+namespace Photon.Pun.UtilityScripts
+{
+ /// <summary>
+ /// This component will quit the application when escape key is pressed
+ /// </summary>
+ public class OnEscapeQuit : MonoBehaviour
+ {
+ [Conditional("UNITY_ANDROID"), Conditional("UNITY_IOS")]
+ public void Update()
+ {
+ // "back" button of phone equals "Escape". quit app if that's pressed
+ if (Input.GetKeyDown(KeyCode.Escape))
+ {
+ Application.Quit();
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/OnEscapeQuit.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/OnEscapeQuit.cs.meta
new file mode 100644
index 0000000..6133070
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/OnEscapeQuit.cs.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 1fbabafd914a48f4eb6108d8d8f43d29
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/OnJoinedInstantiate.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/OnJoinedInstantiate.cs
new file mode 100644
index 0000000..14c6843
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/OnJoinedInstantiate.cs
@@ -0,0 +1,450 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="OnJoinedInstantiate.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Utilities,
+// </copyright>
+// <summary>
+// This component will instantiate a network GameObject when a room is joined
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.Serialization;
+
+using Photon.Realtime;
+
+#if UNITY_EDITOR
+using UnityEditor;
+#endif
+
+namespace Photon.Pun.UtilityScripts
+{
+
+ /// <summary>
+ /// This component will instantiate a network GameObject when a room is joined
+ /// </summary>
+ public class OnJoinedInstantiate : MonoBehaviour
+ , IMatchmakingCallbacks
+ {
+ public enum SpawnSequence { Connection, Random, RoundRobin }
+
+ #region Inspector Items
+
+ // Old field, only here for backwards compat. Value copies over to SpawnPoints in OnValidate
+ [HideInInspector] private Transform SpawnPosition;
+
+ [HideInInspector] public SpawnSequence Sequence = SpawnSequence.Connection;
+
+ [HideInInspector] public List<Transform> SpawnPoints = new List<Transform>(1) { null };
+
+ [Tooltip("Add a random variance to a spawn point position. GetRandomOffset() can be overridden with your own method for producing offsets.")]
+ [HideInInspector] public bool UseRandomOffset = true;
+
+ [Tooltip("Radius of the RandomOffset.")]
+ [FormerlySerializedAs("PositionOffset")]
+ [HideInInspector] public float RandomOffset = 2.0f;
+
+ [Tooltip("Disables the Y axis of RandomOffset. The Y value of the spawn point will be used.")]
+ [HideInInspector] public bool ClampY = true;
+
+ [HideInInspector] public List<GameObject> PrefabsToInstantiate = new List<GameObject>(1) { null }; // set in inspector
+
+ [FormerlySerializedAs("autoSpawnObjects")]
+ [HideInInspector] public bool AutoSpawnObjects = true;
+
+ #endregion
+
+ // Record of spawned objects, used for Despawn All
+ public Stack<GameObject> SpawnedObjects = new Stack<GameObject>();
+ protected int spawnedAsActorId;
+
+
+
+#if UNITY_EDITOR
+
+ protected void OnValidate()
+ {
+ /// Check the prefab to make sure it is the actual resource, and not a scene object or other instance.
+ if (PrefabsToInstantiate != null)
+ for (int i = 0; i < PrefabsToInstantiate.Count; ++i)
+ {
+ var prefab = PrefabsToInstantiate[i];
+ if (prefab)
+ PrefabsToInstantiate[i] = ValidatePrefab(prefab);
+ }
+
+ /// Move any values from old SpawnPosition field to new SpawnPoints
+ if (SpawnPosition)
+ {
+ if (SpawnPoints == null)
+ SpawnPoints = new List<Transform>();
+
+ SpawnPoints.Add(SpawnPosition);
+ SpawnPosition = null;
+ }
+ }
+
+ /// <summary>
+ /// Validate, and if valid add this prefab to the first null element of the list, or create a new element. Returns true if the object was added.
+ /// </summary>
+ /// <param name="prefab"></param>
+ public bool AddPrefabToList(GameObject prefab)
+ {
+ var validated = ValidatePrefab(prefab);
+ if (validated)
+ {
+ // Don't add to list if this prefab already is on the list
+ if (PrefabsToInstantiate.Contains(validated))
+ return false;
+
+ // First try to use any null array slots to keep things tidy
+ if (PrefabsToInstantiate.Contains(null))
+ PrefabsToInstantiate[PrefabsToInstantiate.IndexOf(null)] = validated;
+ // Otherwise, just add this prefab.
+ else
+ PrefabsToInstantiate.Add(validated);
+ return true;
+ }
+
+ return false;
+
+ }
+
+ /// <summary>
+ /// Determines if the supplied GameObject is an instance of a prefab, or the actual source Asset,
+ /// and returns a best guess at the actual resource the dev intended to use.
+ /// </summary>
+ /// <returns></returns>
+ protected static GameObject ValidatePrefab(GameObject unvalidated)
+ {
+ if (unvalidated == null)
+ return null;
+
+ if (!unvalidated.GetComponent<PhotonView>())
+ return null;
+
+#if UNITY_2018_3_OR_NEWER
+
+ GameObject validated = null;
+
+ if (unvalidated != null)
+ {
+
+ if (PrefabUtility.IsPartOfPrefabAsset(unvalidated))
+ return unvalidated;
+
+ var prefabStatus = PrefabUtility.GetPrefabInstanceStatus(unvalidated);
+ var isValidPrefab = prefabStatus == PrefabInstanceStatus.Connected || prefabStatus == PrefabInstanceStatus.Disconnected;
+
+ if (isValidPrefab)
+ validated = PrefabUtility.GetCorrespondingObjectFromSource(unvalidated) as GameObject;
+ else
+ return null;
+
+ if (!PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(validated).Contains("/Resources"))
+ Debug.LogWarning("Player Prefab needs to be a Prefab in a Resource folder.");
+ }
+#else
+ GameObject validated = unvalidated;
+
+ if (unvalidated != null && PrefabUtility.GetPrefabType(unvalidated) != PrefabType.Prefab)
+ validated = PrefabUtility.GetPrefabParent(unvalidated) as GameObject;
+#endif
+ return validated;
+ }
+
+#endif
+
+
+ public virtual void OnEnable()
+ {
+ PhotonNetwork.AddCallbackTarget(this);
+ }
+
+ public virtual void OnDisable()
+ {
+ PhotonNetwork.RemoveCallbackTarget(this);
+ }
+
+
+ public virtual void OnJoinedRoom()
+ {
+ // Only AutoSpawn if we are a new ActorId. Rejoining should reproduce the objects by server instantiation.
+ if (AutoSpawnObjects && !PhotonNetwork.LocalPlayer.HasRejoined)
+ {
+ SpawnObjects();
+ }
+ }
+
+ public virtual void SpawnObjects()
+ {
+ if (this.PrefabsToInstantiate != null)
+ {
+ foreach (GameObject o in this.PrefabsToInstantiate)
+ {
+ if (o == null)
+ continue;
+#if UNITY_EDITOR
+ Debug.Log("Auto-Instantiating: " + o.name);
+#endif
+ Vector3 spawnPos; Quaternion spawnRot;
+ GetSpawnPoint(out spawnPos, out spawnRot);
+
+
+ var newobj = PhotonNetwork.Instantiate(o.name, spawnPos, spawnRot, 0);
+ SpawnedObjects.Push(newobj);
+ }
+ }
+ }
+
+ /// <summary>
+ /// Destroy all objects that have been spawned by this component for this client.
+ /// </summary>
+ /// <param name="localOnly">Use Object.Destroy rather than PhotonNetwork.Destroy.</param>
+ public virtual void DespawnObjects(bool localOnly)
+ {
+
+ while (SpawnedObjects.Count > 0)
+ {
+ var go = SpawnedObjects.Pop();
+ if (go)
+ {
+ if (localOnly)
+ Object.Destroy(go);
+ else
+ PhotonNetwork.Destroy(go);
+
+ }
+ }
+ }
+
+ public virtual void OnFriendListUpdate(List<FriendInfo> friendList) { }
+ public virtual void OnCreatedRoom() { }
+ public virtual void OnCreateRoomFailed(short returnCode, string message) { }
+ public virtual void OnJoinRoomFailed(short returnCode, string message) { }
+ public virtual void OnJoinRandomFailed(short returnCode, string message) { }
+ public virtual void OnLeftRoom() { }
+
+ protected int lastUsedSpawnPointIndex = -1;
+
+ /// <summary>
+ /// Gets the next SpawnPoint from the list using the SpawnSequence, and applies RandomOffset (if used) to the transform matrix.
+ /// Override this method with any custom code for coming up with a spawn location. This method is used by AutoSpawn.
+ /// </summary>
+ public virtual void GetSpawnPoint(out Vector3 spawnPos, out Quaternion spawnRot)
+ {
+
+ // Fetch a point using the Sequence method indicated
+ Transform point = GetSpawnPoint();
+
+ if (point != null)
+ {
+ spawnPos = point.position;
+ spawnRot = point.rotation;
+ }
+ else
+ {
+ spawnPos = new Vector3(0, 0, 0);
+ spawnRot = new Quaternion(0, 0, 0, 1);
+ }
+
+ if (UseRandomOffset)
+ {
+ Random.InitState((int)(Time.time * 10000));
+ spawnPos += GetRandomOffset();
+ }
+ }
+
+
+ /// <summary>
+ /// Get the transform of the next SpawnPoint from the list, selected using the SpawnSequence setting.
+ /// RandomOffset is not applied, only the transform of the SpawnPoint is returned.
+ /// Override this method to change how Spawn Point transform is selected. Return the transform you want to use as a spawn point.
+ /// </summary>
+ /// <returns></returns>
+ protected virtual Transform GetSpawnPoint()
+ {
+ // Fetch a point using the Sequence method indicated
+ if (SpawnPoints == null || SpawnPoints.Count == 0)
+ {
+ return null;
+ }
+ else
+ {
+ switch (Sequence)
+ {
+ case SpawnSequence.Connection:
+ {
+ int id = PhotonNetwork.LocalPlayer.ActorNumber;
+ return SpawnPoints[(id == -1) ? 0 : id % SpawnPoints.Count];
+ }
+
+ case SpawnSequence.RoundRobin:
+ {
+ lastUsedSpawnPointIndex++;
+ if (lastUsedSpawnPointIndex >= SpawnPoints.Count)
+ lastUsedSpawnPointIndex = 0;
+
+ /// Use Vector.Zero and Quaternion.Identity if we are dealing with no or a null spawnpoint.
+ return SpawnPoints == null || SpawnPoints.Count == 0 ? null : SpawnPoints[lastUsedSpawnPointIndex];
+ }
+
+ case SpawnSequence.Random:
+ {
+ return SpawnPoints[Random.Range(0, SpawnPoints.Count)];
+ }
+
+ default:
+ return null;
+ }
+ }
+ }
+
+ /// <summary>
+ /// When UseRandomeOffset is enabled, this method is called to produce a Vector3 offset. The default implementation clamps the Y value to zero. You may override this with your own implementation.
+ /// </summary>
+ protected virtual Vector3 GetRandomOffset()
+ {
+ Vector3 random = Random.insideUnitSphere;
+ if (ClampY)
+ random.y = 0;
+ return RandomOffset * random.normalized;
+ }
+
+ }
+
+#if UNITY_EDITOR
+
+ [CustomEditor(typeof(OnJoinedInstantiate), true)]
+ [CanEditMultipleObjects]
+ public class OnJoinedInstantiateEditor : Editor
+ {
+
+ SerializedProperty SpawnPoints, PrefabsToInstantiate, UseRandomOffset, ClampY, RandomOffset, Sequence, autoSpawnObjects;
+ GUIStyle fieldBox;
+
+ private void OnEnable()
+ {
+ SpawnPoints = serializedObject.FindProperty("SpawnPoints");
+ PrefabsToInstantiate = serializedObject.FindProperty("PrefabsToInstantiate");
+ UseRandomOffset = serializedObject.FindProperty("UseRandomOffset");
+ ClampY = serializedObject.FindProperty("ClampY");
+ RandomOffset = serializedObject.FindProperty("RandomOffset");
+ Sequence = serializedObject.FindProperty("Sequence");
+
+ autoSpawnObjects = serializedObject.FindProperty("AutoSpawnObjects");
+ }
+
+ public override void OnInspectorGUI()
+ {
+ base.OnInspectorGUI();
+
+ const int PAD = 6;
+
+ if (fieldBox == null)
+ fieldBox = new GUIStyle("HelpBox") { padding = new RectOffset(PAD, PAD, PAD, PAD) };
+
+ EditorGUI.BeginChangeCheck();
+
+ EditableReferenceList(PrefabsToInstantiate, new GUIContent(PrefabsToInstantiate.displayName, PrefabsToInstantiate.tooltip), fieldBox);
+
+ EditableReferenceList(SpawnPoints, new GUIContent(SpawnPoints.displayName, SpawnPoints.tooltip), fieldBox);
+
+ /// Spawn Pattern
+ EditorGUILayout.BeginVertical(fieldBox);
+ EditorGUILayout.PropertyField(Sequence);
+ EditorGUILayout.PropertyField(UseRandomOffset);
+ if (UseRandomOffset.boolValue)
+ {
+ EditorGUILayout.PropertyField(RandomOffset);
+ EditorGUILayout.PropertyField(ClampY);
+ }
+ EditorGUILayout.EndVertical();
+
+ /// Auto/Manual Spawn
+ EditorGUILayout.BeginVertical(fieldBox);
+ EditorGUILayout.PropertyField(autoSpawnObjects);
+ EditorGUILayout.EndVertical();
+
+ if (EditorGUI.EndChangeCheck())
+ {
+ serializedObject.ApplyModifiedProperties();
+ }
+ }
+
+ /// <summary>
+ /// Create a basic rendered list of objects from a SerializedProperty list or array, with Add/Destroy buttons.
+ /// </summary>
+ /// <param name="list"></param>
+ /// <param name="gc"></param>
+ public void EditableReferenceList(SerializedProperty list, GUIContent gc, GUIStyle style = null)
+ {
+ EditorGUILayout.LabelField(gc);
+
+ if (style == null)
+ style = new GUIStyle("HelpBox") { padding = new RectOffset(6, 6, 6, 6) };
+
+ EditorGUILayout.BeginVertical(style);
+
+ int count = list.arraySize;
+
+ if (count == 0)
+ {
+ if (GUI.Button(EditorGUILayout.GetControlRect(GUILayout.MaxWidth(20)), "+", (GUIStyle)"minibutton"))
+ {
+ int newindex = list.arraySize;
+ list.InsertArrayElementAtIndex(0);
+ list.GetArrayElementAtIndex(0).objectReferenceValue = null;
+ }
+ }
+ else
+ {
+ // List Elements and Delete buttons
+ for (int i = 0; i < count; ++i)
+ {
+ EditorGUILayout.BeginHorizontal();
+ bool add = (GUI.Button(EditorGUILayout.GetControlRect(GUILayout.MaxWidth(20)), "+", (GUIStyle)"minibutton"));
+ EditorGUILayout.PropertyField(list.GetArrayElementAtIndex(i), GUIContent.none);
+ bool remove = (GUI.Button(EditorGUILayout.GetControlRect(GUILayout.MaxWidth(20)), "x", (GUIStyle)"minibutton"));
+
+ EditorGUILayout.EndHorizontal();
+
+ if (add)
+ {
+ Add(list, i);
+ break;
+ }
+
+ if (remove)
+ {
+ list.DeleteArrayElementAtIndex(i);
+ //EditorGUILayout.EndHorizontal();
+ break;
+ }
+ }
+
+ EditorGUILayout.GetControlRect(false, 4);
+
+ if (GUI.Button(EditorGUILayout.GetControlRect(), "Add", (GUIStyle)"minibutton"))
+ Add(list, count);
+
+ }
+
+
+ EditorGUILayout.EndVertical();
+ }
+
+ private void Add(SerializedProperty list, int i)
+ {
+ {
+ int newindex = list.arraySize;
+ list.InsertArrayElementAtIndex(i);
+ list.GetArrayElementAtIndex(i).objectReferenceValue = null;
+ }
+ }
+ }
+
+
+#endif
+}
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/OnJoinedInstantiate.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/OnJoinedInstantiate.cs.meta
new file mode 100644
index 0000000..5b4fba0
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/OnJoinedInstantiate.cs.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: ed3b5dcba7bf9114cb13fc59e0a71f55
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/OnStartDelete.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/OnStartDelete.cs
new file mode 100644
index 0000000..3fd3268
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/OnStartDelete.cs
@@ -0,0 +1,24 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="OnStartDelete.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Utilities,
+// </copyright>
+// <summary>
+// This component will destroy the GameObject it is attached to (in Start()).
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+
+namespace Photon.Pun.UtilityScripts
+{
+ /// <summary>This component will destroy the GameObject it is attached to (in Start()).</summary>
+ public class OnStartDelete : MonoBehaviour
+ {
+ // Use this for initialization
+ private void Start()
+ {
+ Destroy(this.gameObject);
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/OnStartDelete.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/OnStartDelete.cs.meta
new file mode 100644
index 0000000..4f4d47a
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Prototyping/OnStartDelete.cs.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: f8d56a54ae062da4a87516fb994f4e30
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Room.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Room.meta
new file mode 100644
index 0000000..667fcfb
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Room.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 7e3b3d6025e4b41fca914dca9dcc718d
+folderAsset: yes
+timeCreated: 1529328285
+licenseType: Store
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Room/CountdownTimer.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Room/CountdownTimer.cs
new file mode 100644
index 0000000..a73da86
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Room/CountdownTimer.cs
@@ -0,0 +1,176 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="CountdownTimer.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Utilities,
+// </copyright>
+// <summary>
+// This is a basic CountdownTimer. In order to start the timer, the MasterClient can add a certain entry to the Custom Room Properties,
+// which contains the property's name 'StartTime' and the actual start time describing the moment, the timer has been started.
+// To have a synchronized timer, the best practice is to use PhotonNetwork.Time.
+// In order to subscribe to the CountdownTimerHasExpired event you can call CountdownTimer.OnCountdownTimerHasExpired += OnCountdownTimerIsExpired;
+// from Unity's OnEnable function for example. For unsubscribing simply call CountdownTimer.OnCountdownTimerHasExpired -= OnCountdownTimerIsExpired;.
+// You can do this from Unity's OnDisable function for example.
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using ExitGames.Client.Photon;
+using Photon.Realtime;
+using UnityEngine;
+using UnityEngine.UI;
+
+namespace Photon.Pun.UtilityScripts
+{
+ /// <summary>This is a basic, network-synced CountdownTimer based on properties.</summary>
+ /// <remarks>
+ /// In order to start the timer, the MasterClient can call SetStartTime() to set the timestamp for the start.
+ /// The property 'StartTime' then contains the server timestamp when the timer has been started.
+ ///
+ /// In order to subscribe to the CountdownTimerHasExpired event you can call CountdownTimer.OnCountdownTimerHasExpired
+ /// += OnCountdownTimerIsExpired;
+ /// from Unity's OnEnable function for example. For unsubscribing simply call CountdownTimer.OnCountdownTimerHasExpired
+ /// -= OnCountdownTimerIsExpired;.
+ ///
+ /// You can do this from Unity's OnEnable and OnDisable functions.
+ /// </remarks>
+ public class CountdownTimer : MonoBehaviourPunCallbacks
+ {
+ /// <summary>
+ /// OnCountdownTimerHasExpired delegate.
+ /// </summary>
+ public delegate void CountdownTimerHasExpired();
+
+ public const string CountdownStartTime = "StartTime";
+
+ [Header("Countdown time in seconds")]
+ public float Countdown = 5.0f;
+
+ private bool isTimerRunning;
+
+ private int startTime;
+
+ [Header("Reference to a Text component for visualizing the countdown")]
+ public Text Text;
+
+
+ /// <summary>
+ /// Called when the timer has expired.
+ /// </summary>
+ public static event CountdownTimerHasExpired OnCountdownTimerHasExpired;
+
+
+ public void Start()
+ {
+ if (this.Text == null) Debug.LogError("Reference to 'Text' is not set. Please set a valid reference.", this);
+ }
+
+ public override void OnEnable()
+ {
+ Debug.Log("OnEnable CountdownTimer");
+ base.OnEnable();
+
+ // the starttime may already be in the props. look it up.
+ Initialize();
+ }
+
+ public override void OnDisable()
+ {
+ base.OnDisable();
+ Debug.Log("OnDisable CountdownTimer");
+ }
+
+
+ public void Update()
+ {
+ if (!this.isTimerRunning) return;
+
+ float countdown = TimeRemaining();
+ this.Text.text = string.Format("Game starts in {0} seconds", countdown.ToString("n0"));
+
+ if (countdown > 0.0f) return;
+
+ OnTimerEnds();
+ }
+
+
+ private void OnTimerRuns()
+ {
+ this.isTimerRunning = true;
+ this.enabled = true;
+ }
+
+ private void OnTimerEnds()
+ {
+ this.isTimerRunning = false;
+ this.enabled = false;
+
+ Debug.Log("Emptying info text.", this.Text);
+ this.Text.text = string.Empty;
+
+ if (OnCountdownTimerHasExpired != null) OnCountdownTimerHasExpired();
+ }
+
+
+ public override void OnRoomPropertiesUpdate(Hashtable propertiesThatChanged)
+ {
+ Debug.Log("CountdownTimer.OnRoomPropertiesUpdate " + propertiesThatChanged.ToStringFull());
+ Initialize();
+ }
+
+
+ private void Initialize()
+ {
+ int propStartTime;
+ if (TryGetStartTime(out propStartTime))
+ {
+ this.startTime = propStartTime;
+ Debug.Log("Initialize sets StartTime " + this.startTime + " server time now: " + PhotonNetwork.ServerTimestamp + " remain: " + TimeRemaining());
+
+
+ this.isTimerRunning = TimeRemaining() > 0;
+
+ if (this.isTimerRunning)
+ OnTimerRuns();
+ else
+ OnTimerEnds();
+ }
+ }
+
+
+ private float TimeRemaining()
+ {
+ int timer = PhotonNetwork.ServerTimestamp - this.startTime;
+ return this.Countdown - timer / 1000f;
+ }
+
+
+ public static bool TryGetStartTime(out int startTimestamp)
+ {
+ startTimestamp = PhotonNetwork.ServerTimestamp;
+
+ object startTimeFromProps;
+ if (PhotonNetwork.CurrentRoom.CustomProperties.TryGetValue(CountdownStartTime, out startTimeFromProps))
+ {
+ startTimestamp = (int)startTimeFromProps;
+ return true;
+ }
+
+ return false;
+ }
+
+
+ public static void SetStartTime()
+ {
+ int startTime = 0;
+ bool wasSet = TryGetStartTime(out startTime);
+
+ Hashtable props = new Hashtable
+ {
+ {CountdownTimer.CountdownStartTime, (int)PhotonNetwork.ServerTimestamp}
+ };
+ PhotonNetwork.CurrentRoom.SetCustomProperties(props);
+
+
+ Debug.Log("Set Custom Props for Time: "+ props.ToStringFull() + " wasSet: "+wasSet);
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Room/CountdownTimer.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Room/CountdownTimer.cs.meta
new file mode 100644
index 0000000..f37edf5
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/Room/CountdownTimer.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: ffc398cf76e6d458caf303b5fceea504
+timeCreated: 1529327775
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/TurnBased.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/TurnBased.meta
new file mode 100644
index 0000000..2e65237
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/TurnBased.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 2edc8c63e86d94f6990d3f7e7e90066a
+folderAsset: yes
+timeCreated: 1529327659
+licenseType: Store
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/TurnBased/PunTurnManager.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/TurnBased/PunTurnManager.cs
new file mode 100644
index 0000000..6b23cba
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/TurnBased/PunTurnManager.cs
@@ -0,0 +1,430 @@
+// ----------------------------------------------------------------------------
+// <copyright file="PunTurnManager.cs" company="Exit Games GmbH">
+// PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH
+// </copyright>
+// <summary>
+// Manager for Turn Based games, using PUN
+// </summary>
+// <author>developer@exitgames.com</author>
+// ----------------------------------------------------------------------------
+
+using System;
+using System.Collections.Generic;
+
+using UnityEngine;
+
+using Photon.Realtime;
+
+using ExitGames.Client.Photon;
+using Hashtable = ExitGames.Client.Photon.Hashtable;
+
+namespace Photon.Pun.UtilityScripts
+{
+ /// <summary>
+ /// Pun turnBased Game manager.
+ /// Provides an Interface (IPunTurnManagerCallbacks) for the typical turn flow and logic, between players
+ /// Provides Extensions for Player, Room and RoomInfo to feature dedicated api for TurnBased Needs
+ /// </summary>
+ public class PunTurnManager : MonoBehaviourPunCallbacks, IOnEventCallback
+ {
+
+ /// <summary>
+ /// External definition for better garbage collection management, used in ProcessEvent.
+ /// </summary>
+ Player sender;
+
+ /// <summary>
+ /// Wraps accessing the "turn" custom properties of a room.
+ /// </summary>
+ /// <value>The turn index</value>
+ public int Turn
+ {
+ get { return PhotonNetwork.CurrentRoom.GetTurn(); }
+ private set
+ {
+
+ _isOverCallProcessed = false;
+
+ PhotonNetwork.CurrentRoom.SetTurn(value, true);
+ }
+ }
+
+
+ /// <summary>
+ /// The duration of the turn in seconds.
+ /// </summary>
+ public float TurnDuration = 20f;
+
+ /// <summary>
+ /// Gets the elapsed time in the current turn in seconds
+ /// </summary>
+ /// <value>The elapsed time in the turn.</value>
+ public float ElapsedTimeInTurn
+ {
+ get { return ((float) (PhotonNetwork.ServerTimestamp - PhotonNetwork.CurrentRoom.GetTurnStart())) / 1000.0f; }
+ }
+
+
+ /// <summary>
+ /// Gets the remaining seconds for the current turn. Ranges from 0 to TurnDuration
+ /// </summary>
+ /// <value>The remaining seconds fo the current turn</value>
+ public float RemainingSecondsInTurn
+ {
+ get { return Mathf.Max(0f, this.TurnDuration - this.ElapsedTimeInTurn); }
+ }
+
+
+ /// <summary>
+ /// Gets a value indicating whether the turn is completed by all.
+ /// </summary>
+ /// <value><c>true</c> if this turn is completed by all; otherwise, <c>false</c>.</value>
+ public bool IsCompletedByAll
+ {
+ get { return PhotonNetwork.CurrentRoom != null && Turn > 0 && this.finishedPlayers.Count == PhotonNetwork.CurrentRoom.PlayerCount; }
+ }
+
+ /// <summary>
+ /// Gets a value indicating whether the current turn is finished by me.
+ /// </summary>
+ /// <value><c>true</c> if the current turn is finished by me; otherwise, <c>false</c>.</value>
+ public bool IsFinishedByMe
+ {
+ get { return this.finishedPlayers.Contains(PhotonNetwork.LocalPlayer); }
+ }
+
+ /// <summary>
+ /// Gets a value indicating whether the current turn is over. That is the ElapsedTimeinTurn is greater or equal to the TurnDuration
+ /// </summary>
+ /// <value><c>true</c> if the current turn is over; otherwise, <c>false</c>.</value>
+ public bool IsOver
+ {
+ get { return this.RemainingSecondsInTurn <= 0f; }
+ }
+
+ /// <summary>
+ /// The turn manager listener. Set this to your own script instance to catch Callbacks
+ /// </summary>
+ public IPunTurnManagerCallbacks TurnManagerListener;
+
+
+ /// <summary>
+ /// The finished players.
+ /// </summary>
+ private readonly HashSet<Player> finishedPlayers = new HashSet<Player>();
+
+ /// <summary>
+ /// The turn manager event offset event message byte. Used internaly for defining data in Room Custom Properties
+ /// </summary>
+ public const byte TurnManagerEventOffset = 0;
+
+ /// <summary>
+ /// The Move event message byte. Used internaly for saving data in Room Custom Properties
+ /// </summary>
+ public const byte EvMove = 1 + TurnManagerEventOffset;
+
+ /// <summary>
+ /// The Final Move event message byte. Used internaly for saving data in Room Custom Properties
+ /// </summary>
+ public const byte EvFinalMove = 2 + TurnManagerEventOffset;
+
+ // keep track of message calls
+ private bool _isOverCallProcessed = false;
+
+ #region MonoBehaviour CallBack
+
+
+ void Start(){}
+
+ void Update()
+ {
+ if (Turn > 0 && this.IsOver && !_isOverCallProcessed)
+ {
+ _isOverCallProcessed = true;
+ this.TurnManagerListener.OnTurnTimeEnds(this.Turn);
+ }
+
+ }
+
+ #endregion
+
+
+ /// <summary>
+ /// Tells the TurnManager to begins a new turn.
+ /// </summary>
+ public void BeginTurn()
+ {
+ Turn = this.Turn + 1; // note: this will set a property in the room, which is available to the other players.
+ }
+
+
+ /// <summary>
+ /// Call to send an action. Optionally finish the turn, too.
+ /// The move object can be anything. Try to optimize though and only send the strict minimum set of information to define the turn move.
+ /// </summary>
+ /// <param name="move"></param>
+ /// <param name="finished"></param>
+ public void SendMove(object move, bool finished)
+ {
+ if (IsFinishedByMe)
+ {
+ UnityEngine.Debug.LogWarning("Can't SendMove. Turn is finished by this player.");
+ return;
+ }
+
+ // along with the actual move, we have to send which turn this move belongs to
+ Hashtable moveHt = new Hashtable();
+ moveHt.Add("turn", Turn);
+ moveHt.Add("move", move);
+
+ byte evCode = (finished) ? EvFinalMove : EvMove;
+ PhotonNetwork.RaiseEvent(evCode, moveHt, new RaiseEventOptions() {CachingOption = EventCaching.AddToRoomCache}, SendOptions.SendReliable);
+ if (finished)
+ {
+ PhotonNetwork.LocalPlayer.SetFinishedTurn(Turn);
+ }
+
+ // the server won't send the event back to the origin (by default). to get the event, call it locally
+ // (note: the order of events might be mixed up as we do this locally)
+ ProcessOnEvent(evCode, moveHt, PhotonNetwork.LocalPlayer.ActorNumber);
+ }
+
+ /// <summary>
+ /// Gets if the player finished the current turn.
+ /// </summary>
+ /// <returns><c>true</c>, if player finished the current turn, <c>false</c> otherwise.</returns>
+ /// <param name="player">The Player to check for</param>
+ public bool GetPlayerFinishedTurn(Player player)
+ {
+ if (player != null && this.finishedPlayers != null && this.finishedPlayers.Contains(player))
+ {
+ return true;
+ }
+
+ return false;
+ }
+
+ #region Callbacks
+
+ // called internally
+ void ProcessOnEvent(byte eventCode, object content, int senderId)
+ {
+ if (senderId == -1)
+ {
+ return;
+ }
+
+ sender = PhotonNetwork.CurrentRoom.GetPlayer(senderId);
+
+ switch (eventCode)
+ {
+ case EvMove:
+ {
+ Hashtable evTable = content as Hashtable;
+ int turn = (int)evTable["turn"];
+ object move = evTable["move"];
+ this.TurnManagerListener.OnPlayerMove(sender, turn, move);
+
+ break;
+ }
+ case EvFinalMove:
+ {
+ Hashtable evTable = content as Hashtable;
+ int turn = (int)evTable["turn"];
+ object move = evTable["move"];
+
+ if (turn == this.Turn)
+ {
+ this.finishedPlayers.Add(sender);
+
+ this.TurnManagerListener.OnPlayerFinished(sender, turn, move);
+
+ }
+
+ if (IsCompletedByAll)
+ {
+ this.TurnManagerListener.OnTurnCompleted(this.Turn);
+ }
+ break;
+ }
+ }
+ }
+
+ /// <summary>
+ /// Called by PhotonNetwork.OnEventCall registration
+ /// </summary>
+ /// <param name="photonEvent">Photon event.</param>
+ public void OnEvent(EventData photonEvent)
+ {
+ this.ProcessOnEvent(photonEvent.Code, photonEvent.CustomData, photonEvent.Sender);
+ }
+
+ /// <summary>
+ /// Called by PhotonNetwork
+ /// </summary>
+ /// <param name="propertiesThatChanged">Properties that changed.</param>
+ public override void OnRoomPropertiesUpdate(Hashtable propertiesThatChanged)
+ {
+
+ // Debug.Log("OnRoomPropertiesUpdate: "+propertiesThatChanged.ToStringFull());
+
+ if (propertiesThatChanged.ContainsKey("Turn"))
+ {
+ _isOverCallProcessed = false;
+ this.finishedPlayers.Clear();
+ this.TurnManagerListener.OnTurnBegins(this.Turn);
+ }
+ }
+
+ #endregion
+ }
+
+
+ public interface IPunTurnManagerCallbacks
+ {
+ /// <summary>
+ /// Called the turn begins event.
+ /// </summary>
+ /// <param name="turn">Turn Index</param>
+ void OnTurnBegins(int turn);
+
+ /// <summary>
+ /// Called when a turn is completed (finished by all players)
+ /// </summary>
+ /// <param name="turn">Turn Index</param>
+ void OnTurnCompleted(int turn);
+
+ /// <summary>
+ /// Called when a player moved (but did not finish the turn)
+ /// </summary>
+ /// <param name="player">Player reference</param>
+ /// <param name="turn">Turn Index</param>
+ /// <param name="move">Move Object data</param>
+ void OnPlayerMove(Player player, int turn, object move);
+
+ /// <summary>
+ /// When a player finishes a turn (includes the action/move of that player)
+ /// </summary>
+ /// <param name="player">Player reference</param>
+ /// <param name="turn">Turn index</param>
+ /// <param name="move">Move Object data</param>
+ void OnPlayerFinished(Player player, int turn, object move);
+
+
+ /// <summary>
+ /// Called when a turn completes due to a time constraint (timeout for a turn)
+ /// </summary>
+ /// <param name="turn">Turn index</param>
+ void OnTurnTimeEnds(int turn);
+ }
+
+
+ public static class TurnExtensions
+ {
+ /// <summary>
+ /// currently ongoing turn number
+ /// </summary>
+ public static readonly string TurnPropKey = "Turn";
+
+ /// <summary>
+ /// start (server) time for currently ongoing turn (used to calculate end)
+ /// </summary>
+ public static readonly string TurnStartPropKey = "TStart";
+
+ /// <summary>
+ /// Finished Turn of Actor (followed by number)
+ /// </summary>
+ public static readonly string FinishedTurnPropKey = "FToA";
+
+ /// <summary>
+ /// Sets the turn.
+ /// </summary>
+ /// <param name="room">Room reference</param>
+ /// <param name="turn">Turn index</param>
+ /// <param name="setStartTime">If set to <c>true</c> set start time.</param>
+ public static void SetTurn(this Room room, int turn, bool setStartTime = false)
+ {
+ if (room == null || room.CustomProperties == null)
+ {
+ return;
+ }
+
+ Hashtable turnProps = new Hashtable();
+ turnProps[TurnPropKey] = turn;
+ if (setStartTime)
+ {
+ turnProps[TurnStartPropKey] = PhotonNetwork.ServerTimestamp;
+ }
+
+ room.SetCustomProperties(turnProps);
+ }
+
+ /// <summary>
+ /// Gets the current turn from a RoomInfo
+ /// </summary>
+ /// <returns>The turn index </returns>
+ /// <param name="room">RoomInfo reference</param>
+ public static int GetTurn(this RoomInfo room)
+ {
+ if (room == null || room.CustomProperties == null || !room.CustomProperties.ContainsKey(TurnPropKey))
+ {
+ return 0;
+ }
+
+ return (int) room.CustomProperties[TurnPropKey];
+ }
+
+
+ /// <summary>
+ /// Returns the start time when the turn began. This can be used to calculate how long it's going on.
+ /// </summary>
+ /// <returns>The turn start.</returns>
+ /// <param name="room">Room.</param>
+ public static int GetTurnStart(this RoomInfo room)
+ {
+ if (room == null || room.CustomProperties == null || !room.CustomProperties.ContainsKey(TurnStartPropKey))
+ {
+ return 0;
+ }
+
+ return (int) room.CustomProperties[TurnStartPropKey];
+ }
+
+ /// <summary>
+ /// gets the player's finished turn (from the ROOM properties)
+ /// </summary>
+ /// <returns>The finished turn index</returns>
+ /// <param name="player">Player reference</param>
+ public static int GetFinishedTurn(this Player player)
+ {
+ Room room = PhotonNetwork.CurrentRoom;
+ if (room == null || room.CustomProperties == null || !room.CustomProperties.ContainsKey(TurnPropKey))
+ {
+ return 0;
+ }
+
+ string propKey = FinishedTurnPropKey + player.ActorNumber;
+ return (int) room.CustomProperties[propKey];
+ }
+
+ /// <summary>
+ /// Sets the player's finished turn (in the ROOM properties)
+ /// </summary>
+ /// <param name="player">Player Reference</param>
+ /// <param name="turn">Turn Index</param>
+ public static void SetFinishedTurn(this Player player, int turn)
+ {
+ Room room = PhotonNetwork.CurrentRoom;
+ if (room == null || room.CustomProperties == null)
+ {
+ return;
+ }
+
+ string propKey = FinishedTurnPropKey + player.ActorNumber;
+ Hashtable finishedTurnProp = new Hashtable();
+ finishedTurnProp[propKey] = turn;
+
+ room.SetCustomProperties(finishedTurnProp);
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/TurnBased/PunTurnManager.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/TurnBased/PunTurnManager.cs.meta
new file mode 100644
index 0000000..0076919
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/TurnBased/PunTurnManager.cs.meta
@@ -0,0 +1,8 @@
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+MonoImporter:
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+ icon: {instanceID: 0}
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/UI.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/UI.meta
new file mode 100644
index 0000000..b1a3ce4
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/UI.meta
@@ -0,0 +1,7 @@
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+guid: 665e986f9b37c294d96c166a76e618d3
+folderAsset: yes
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/UI/ButtonInsideScrollList.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/UI/ButtonInsideScrollList.cs
new file mode 100644
index 0000000..bb02097
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/UI/ButtonInsideScrollList.cs
@@ -0,0 +1,53 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="ButtonInsideScrollList.cs" company="Exit Games GmbH">
+// Part of: Photon Unity Utilities,
+// </copyright>
+// <summary>
+// Used on Buttons inside UI lists to prevent scrollRect parent to scroll when down on buttons.
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+using UnityEngine.EventSystems;
+using UnityEngine.UI;
+
+namespace Photon.Pun.UtilityScripts
+{
+ /// <summary>
+ /// Button inside scroll list will stop scrolling ability of scrollRect container, so that when pressing down on a button and draggin up and down will not affect scrolling.
+ /// this doesn't do anything if no scrollRect component found in Parent Hierarchy.
+ /// </summary>
+ public class ButtonInsideScrollList : MonoBehaviour, IPointerDownHandler, IPointerUpHandler {
+
+ ScrollRect scrollRect;
+
+ // Use this for initialization
+ void Start () {
+ scrollRect = GetComponentInParent<ScrollRect>();
+ }
+
+ #region IPointerDownHandler implementation
+ void IPointerDownHandler.OnPointerDown (PointerEventData eventData)
+ {
+ if (scrollRect !=null)
+ {
+ scrollRect.StopMovement();
+ scrollRect.enabled = false;
+ }
+ }
+ #endregion
+
+ #region IPointerUpHandler implementation
+
+ void IPointerUpHandler.OnPointerUp (PointerEventData eventData)
+ {
+ if (scrollRect !=null && !scrollRect.enabled)
+ {
+ scrollRect.enabled = true;
+ }
+ }
+
+ #endregion
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/UI/ButtonInsideScrollList.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/UI/ButtonInsideScrollList.cs.meta
new file mode 100644
index 0000000..9e18870
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/UI/ButtonInsideScrollList.cs.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: e0e8b381f2c05442ca5c01638958156a
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/UI/EventSystemSpawner.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/UI/EventSystemSpawner.cs
new file mode 100644
index 0000000..3689bef
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/UI/EventSystemSpawner.cs
@@ -0,0 +1,40 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="EventSystemSpawner.cs" company="Exit Games GmbH">
+// </copyright>
+// <summary>
+// For additive Scene Loading context, eventSystem can't be added to each scene and instead should be instantiated only if necessary.
+// https://answers.unity.com/questions/1403002/multiple-eventsystem-in-scene-this-is-not-supporte.html
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+using UnityEngine.EventSystems;
+
+namespace Photon.Pun.UtilityScripts
+{
+ /// <summary>
+ /// Event system spawner. Will add an EventSystem GameObject with an EventSystem component and a StandaloneInputModule component.
+ /// Use this in additive scene loading context where you would otherwise get a "Multiple EventSystem in scene... this is not supported" error from Unity.
+ /// </summary>
+ public class EventSystemSpawner : MonoBehaviour
+ {
+ void OnEnable()
+ {
+ #if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
+ Debug.LogError("PUN Demos are not compatible with the New Input System, unless you enable \"Both\" in: Edit > Project Settings > Player > Active Input Handling. Pausing App.");
+ Debug.Break();
+ return;
+ #endif
+
+ EventSystem sceneEventSystem = FindObjectOfType<EventSystem>();
+ if (sceneEventSystem == null)
+ {
+ GameObject eventSystem = new GameObject("EventSystem");
+
+ eventSystem.AddComponent<EventSystem>();
+ eventSystem.AddComponent<StandaloneInputModule>();
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/UI/EventSystemSpawner.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/UI/EventSystemSpawner.cs.meta
new file mode 100644
index 0000000..a7fc376
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/UI/EventSystemSpawner.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 68187d3cf4c8746aaa64930f1a766a38
+timeCreated: 1529319867
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/UI/GraphicToggleIsOnTransition.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/UI/GraphicToggleIsOnTransition.cs
new file mode 100644
index 0000000..b2ee446
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/UI/GraphicToggleIsOnTransition.cs
@@ -0,0 +1,64 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="ImageToggleIsOnTransition.cs" company="Exit Games GmbH">
+// </copyright>
+// <summary>
+// Use this on Toggle graphics to have some color transition as well without corrupting toggle's behaviour.
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+using UnityEngine.EventSystems;
+using UnityEngine.UI;
+
+namespace Photon.Pun.UtilityScripts
+{
+ /// <summary>
+ /// Use this on toggles texts to have some color transition on the text depending on the isOn State.
+ /// </summary>
+ [RequireComponent(typeof(Graphic))]
+ public class GraphicToggleIsOnTransition : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
+ {
+ public Toggle toggle;
+
+ private Graphic _graphic;
+
+ public Color NormalOnColor = Color.white;
+ public Color NormalOffColor = Color.black;
+ public Color HoverOnColor = Color.black;
+ public Color HoverOffColor = Color.black;
+
+ private bool isHover;
+
+ public void OnPointerEnter(PointerEventData eventData)
+ {
+ this.isHover = true;
+ this._graphic.color = this.toggle.isOn ? this.HoverOnColor : this.HoverOffColor;
+ }
+
+ public void OnPointerExit(PointerEventData eventData)
+ {
+ this.isHover = false;
+ this._graphic.color = this.toggle.isOn ? this.NormalOnColor : this.NormalOffColor;
+ }
+
+ public void OnEnable()
+ {
+ this._graphic = this.GetComponent<Graphic>();
+
+ this.OnValueChanged(this.toggle.isOn);
+
+ this.toggle.onValueChanged.AddListener(this.OnValueChanged);
+ }
+
+ public void OnDisable()
+ {
+ this.toggle.onValueChanged.RemoveListener(this.OnValueChanged);
+ }
+
+ public void OnValueChanged(bool isOn)
+ {
+ this._graphic.color = isOn ? (this.isHover ? this.HoverOnColor : this.HoverOnColor) : (this.isHover ? this.NormalOffColor : this.NormalOffColor);
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/UI/GraphicToggleIsOnTransition.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/UI/GraphicToggleIsOnTransition.cs.meta
new file mode 100644
index 0000000..c8c16c9
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/UI/GraphicToggleIsOnTransition.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 195602a009c4b42b6a62e0bdf601b70d
+timeCreated: 1524059610
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/UI/OnPointerOverTooltip.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/UI/OnPointerOverTooltip.cs
new file mode 100644
index 0000000..0f53fae
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/UI/OnPointerOverTooltip.cs
@@ -0,0 +1,45 @@
+// <copyright file="OnPointerOverTooltip.cs" company="Exit Games GmbH">
+// </copyright>
+// <summary>
+// Set focus to a given photonView when pointed is over
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+using UnityEngine.EventSystems;
+
+namespace Photon.Pun.UtilityScripts
+{
+ /// <summary>
+ /// Set focus to a given photonView when pointed is over
+ /// </summary>
+ public class OnPointerOverTooltip : MonoBehaviour,IPointerEnterHandler,IPointerExitHandler
+ {
+
+ void OnDestroy()
+ {
+ PointedAtGameObjectInfo.Instance.RemoveFocus(this.GetComponent<PhotonView>());
+ }
+
+ #region IPointerExitHandler implementation
+
+ void IPointerExitHandler.OnPointerExit (PointerEventData eventData)
+ {
+ PointedAtGameObjectInfo.Instance.RemoveFocus (this.GetComponent<PhotonView>());
+
+ }
+
+ #endregion
+
+ #region IPointerEnterHandler implementation
+
+ void IPointerEnterHandler.OnPointerEnter (PointerEventData eventData)
+ {
+ PointedAtGameObjectInfo.Instance.SetFocus (this.GetComponent<PhotonView>());
+ }
+
+ #endregion
+
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/UI/OnPointerOverTooltip.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/UI/OnPointerOverTooltip.cs.meta
new file mode 100644
index 0000000..bf2483c
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/UI/OnPointerOverTooltip.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: ff93154db96e843fbbc5e816ec0d2b48
+timeCreated: 1495545560
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/UI/TabViewManager.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/UI/TabViewManager.cs
new file mode 100644
index 0000000..630ab98
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/UI/TabViewManager.cs
@@ -0,0 +1,123 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="TabViewManager.cs" company="Exit Games GmbH">
+// Part of: PunCockpit
+// </copyright>
+// <summary>
+// Simple Management for Tabs, it requires a ToggleGroup, and then for each Tab, a Unique Name, the related Toggle and its associated RectTransform View
+// this manager handles Tab views activation and deactivation, and provides a Unity Event Callback when a tab was selected.
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using System;
+using System.Collections.Generic;
+using System.Linq;
+
+using UnityEngine;
+using UnityEngine.UI;
+using UnityEngine.Events;
+
+namespace Photon.Pun.UtilityScripts
+{
+ /// <summary>
+ /// Tab view manager. Handles Tab views activation and deactivation, and provides a Unity Event Callback when a tab was selected.
+ /// </summary>
+ public class TabViewManager : MonoBehaviour
+ {
+
+ /// <summary>
+ /// Tab change event.
+ /// </summary>
+ [System.Serializable]
+ public class TabChangeEvent : UnityEvent<string> { }
+
+ [Serializable]
+ public class Tab
+ {
+ public string ID = "";
+ public Toggle Toggle;
+ public RectTransform View;
+ }
+
+ /// <summary>
+ /// The toggle group component target.
+ /// </summary>
+ public ToggleGroup ToggleGroup;
+
+ /// <summary>
+ /// all the tabs for this group
+ /// </summary>
+ public Tab[] Tabs;
+
+ /// <summary>
+ /// The on tab changed Event.
+ /// </summary>
+ public TabChangeEvent OnTabChanged;
+
+ protected Tab CurrentTab;
+
+ Dictionary<Toggle, Tab> Tab_lut;
+
+ void Start()
+ {
+
+ Tab_lut = new Dictionary<Toggle, Tab>();
+
+ foreach (Tab _tab in this.Tabs)
+ {
+
+ Tab_lut[_tab.Toggle] = _tab;
+
+ _tab.View.gameObject.SetActive(_tab.Toggle.isOn);
+
+ if (_tab.Toggle.isOn)
+ {
+ CurrentTab = _tab;
+ }
+ _tab.Toggle.onValueChanged.AddListener((isSelected) =>
+ {
+ if (!isSelected)
+ {
+ return;
+ }
+ OnTabSelected(_tab);
+ });
+ }
+
+
+ }
+
+ /// <summary>
+ /// Selects a given tab.
+ /// </summary>
+ /// <param name="id">Tab Id</param>
+ public void SelectTab(string id)
+ {
+ foreach (Tab _t in Tabs)
+ {
+ if (_t.ID == id)
+ {
+ _t.Toggle.isOn = true;
+ return;
+ }
+ }
+ }
+
+
+ /// <summary>
+ /// final method for a tab selection routine
+ /// </summary>
+ /// <param name="tab">Tab.</param>
+ void OnTabSelected(Tab tab)
+ {
+ CurrentTab.View.gameObject.SetActive(false);
+
+ CurrentTab = Tab_lut[ToggleGroup.ActiveToggles().FirstOrDefault()];
+
+ CurrentTab.View.gameObject.SetActive(true);
+
+ OnTabChanged.Invoke(CurrentTab.ID);
+
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/UI/TabViewManager.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/UI/TabViewManager.cs.meta
new file mode 100644
index 0000000..eae6657
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/UI/TabViewManager.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: c94485733838d40fda441b2c0fbbec10
+timeCreated: 1521118118
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
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diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/UI/TextButtonTransition.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/UI/TextButtonTransition.cs
new file mode 100644
index 0000000..277da25
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/UI/TextButtonTransition.cs
@@ -0,0 +1,70 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="TextButtonTransition.cs" company="Exit Games GmbH">
+// </copyright>
+// <summary>
+// Use this on Button texts to have some color transition on the text as well without corrupting button's behaviour.
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+using UnityEngine.EventSystems;
+using UnityEngine.UI;
+
+namespace Photon.Pun.UtilityScripts
+{
+
+ /// <summary>
+ /// Use this on Button texts to have some color transition on the text as well without corrupting button's behaviour.
+ /// </summary>
+ [RequireComponent(typeof(Text))]
+ public class TextButtonTransition : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
+ {
+
+ Text _text;
+
+ /// <summary>
+ /// The selectable Component.
+ /// </summary>
+ public Selectable Selectable;
+
+ /// <summary>
+ /// The color of the normal of the transition state.
+ /// </summary>
+ public Color NormalColor= Color.white;
+
+ /// <summary>
+ /// The color of the hover of the transition state.
+ /// </summary>
+ public Color HoverColor = Color.black;
+
+ public void Awake()
+ {
+ _text = GetComponent<Text>();
+ }
+
+ public void OnEnable()
+ {
+ _text.color = NormalColor;
+ }
+
+ public void OnDisable()
+ {
+ _text.color = NormalColor;
+ }
+
+ public void OnPointerEnter(PointerEventData eventData)
+ {
+ if (Selectable == null || Selectable.IsInteractable()) {
+ _text.color = HoverColor;
+ }
+ }
+
+ public void OnPointerExit(PointerEventData eventData)
+ {
+ if (Selectable == null || Selectable.IsInteractable()) {
+ _text.color = NormalColor;
+ }
+ }
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/UI/TextButtonTransition.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/UI/TextButtonTransition.cs.meta
new file mode 100644
index 0000000..43cf251
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/UI/TextButtonTransition.cs.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 9d234639538a34b8d9e3cc6362a7afd0
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/UI/TextToggleIsOnTransition.cs b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/UI/TextToggleIsOnTransition.cs
new file mode 100644
index 0000000..8ffbb54
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/UI/TextToggleIsOnTransition.cs
@@ -0,0 +1,86 @@
+// --------------------------------------------------------------------------------------------------------------------
+// <copyright file="TextToggleIsOnTransition.cs" company="Exit Games GmbH">
+// </copyright>
+// <summary>
+// Use this on Button texts to have some color transition on the text as well without corrupting button's behaviour.
+// </summary>
+// <author>developer@exitgames.com</author>
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+using UnityEngine.EventSystems;
+using UnityEngine.UI;
+
+namespace Photon.Pun.UtilityScripts
+{
+
+ /// <summary>
+ /// Use this on toggles texts to have some color transition on the text depending on the isOn State.
+ /// </summary>
+ [RequireComponent(typeof(Text))]
+ public class TextToggleIsOnTransition : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
+ {
+
+ /// <summary>
+ /// The toggle Component.
+ /// </summary>
+ public Toggle toggle;
+
+ Text _text;
+
+ /// <summary>
+ /// The color of the normal on transition state.
+ /// </summary>
+ public Color NormalOnColor= Color.white;
+
+ /// <summary>
+ /// The color of the normal off transition state.
+ /// </summary>
+ public Color NormalOffColor = Color.black;
+
+ /// <summary>
+ /// The color of the hover on transition state.
+ /// </summary>
+ public Color HoverOnColor= Color.black;
+
+ /// <summary>
+ /// The color of the hover off transition state.
+ /// </summary>
+ public Color HoverOffColor = Color.black;
+
+ bool isHover;
+
+ public void OnEnable()
+ {
+ _text = GetComponent<Text>();
+
+ OnValueChanged (toggle.isOn);
+
+ toggle.onValueChanged.AddListener(OnValueChanged);
+
+ }
+
+ public void OnDisable()
+ {
+ toggle.onValueChanged.RemoveListener(OnValueChanged);
+ }
+
+ public void OnValueChanged(bool isOn)
+ {
+ _text.color = isOn? (isHover?HoverOnColor:HoverOnColor) : (isHover?NormalOffColor:NormalOffColor) ;
+ }
+
+ public void OnPointerEnter(PointerEventData eventData)
+ {
+ isHover = true;
+ _text.color = toggle.isOn?HoverOnColor:HoverOffColor;
+ }
+
+ public void OnPointerExit(PointerEventData eventData)
+ {
+ isHover = false;
+ _text.color = toggle.isOn?NormalOnColor:NormalOffColor;
+ }
+
+ }
+} \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/UI/TextToggleIsOnTransition.cs.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/UI/TextToggleIsOnTransition.cs.meta
new file mode 100644
index 0000000..a2ae161
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/UtilityScripts/UI/TextToggleIsOnTransition.cs.meta
@@ -0,0 +1,8 @@
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+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/changelog.txt b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/changelog.txt
new file mode 100644
index 0000000..bcc3f55
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/changelog.txt
@@ -0,0 +1,539 @@
+
+PUN 2 - Changelog
+Exit Games GmbH - www.photonengine.com - forum.photonengine.com
+
+
+v2.40 (22. November 2021)
+Fixed: Unity 2021.2 support. PhotonEditorUtils.IsPrefab now uses the correct prefab stage utility for Unity 2021.2 and up.
+Changed: PhotonHandler.Dispatch is now catching exceptions. It will count them but only provide the first one's callstack (to avoid log spamming).
+Note: While the Photon lib caught exceptions in v4.1.6.10, that has not been a good solution. This new approach can be changed in source and is more flexible overall.
+Changed: On Xbox, the peer classes no longer assume a native socket plugin exists. This was setting the UDP implementation to null in some cases, which failed to connect.
+Updated: Library and Realtime to 4.1.6.11. More details in the change logs.
+
+v2.39 (21. October 2021)
+Changed: PhotonTransformView interpolation of position and rotation. It's now framerate independent.
+Updated: Library to 4.1.6.10. More details in changes-library.txt.
+
+v2.38 (12. October 2021)
+Updated: Library to 4.1.6.9. More details in changes-library.txt.
+
+v2.37 (27. September 2021)
+Added: CustomType deserialization length checks.
+Added: PhotonNetwork.EnableCloseConnection which defaults to false. This is a breaking change: Only if you set this to true, CloseConnection will work anymore.
+Updated: Library to 4.1.6.7. More details in changes-library.txt.
+
+v2.36 (20. September 2021)
+Updated: Realtime API. Check out changes-realtime.txt.
+Updated: Library to 4.1.6.6. More details in changes-library.txt.
+
+v2.35 (24. August 2021)
+Changed: CheckConnectSetupXboxOne() to allow AuthOnceWss and Datagram Encryption (GCM mode). It will set ExpectedProtocol and EncryptionMode silently. Datagram Encryption is only possible with a native plugin.
+Changed: Interest Culling in UtilityScripts/Culling/.
+ Added: Rate limiting for interest group changes per second. No matter what the algorithm tells us, it makes sense to not change interest groups more than 4-6x per second.
+ Changed: The GetActiveCells method to sort the "nearby" part of the cells list. This allows us to not change interest groups if just the order changed (due to "nearby" calculation, that could happen).
+ Changed: The scene view grid now displaces the various area-indexes for cells that overlap (root, node and leaf).
+ Note: Overall, the algorithm to select cells is just a quick showcase. It should avoid unsubscribing groups one by one and also avoid subscribing nearby groups one by one (while moving only along one axis of the areas).
+Fixed: A potential NullReferenceException for OwnershipUpdate events. If the PhotonView is unknown, this gets logged now. This is caused most frequently by loading scenes (or initializing them) without pausing the incoming message queue (dispatch). If ownership changed for objects, the Master Client will let new players know this but that failed, if the joining client didn't know the objects yet.
+Updated: Realtime API. Check out changes-realtime.txt.
+Updated: Library to 4.1.6.5. More details in changes-library.txt.
+
+v2.34.1 (28. July 2021)
+Updated: PhotonNetwork.PunVersion to "2.34.1" now. The previous version accidentally used "2.33.3" still.
+Updated: For Unity 2021, the obsoltete CompilationPipeline.assemblyCompilationStarted got replaced with CompilationPipeline.compilationStarted.
+
+v2.34 (26. July 2021)
+Changed: The PhotonView.Owner and .Controller for "room PhotonViews" will be changed properly whenever the Master Client switches. Room PhotonViews are identified by IsRoomView (which checks CreatorActorNr == 0).
+Changed: PUN needs to exit play mode in Editor, if there is a recompilation (due to code change, etc) to prevent running into endless NullReferenceExceptions and a flood of other errors. As the connection can't be held up after recompile, this is no big step back. The log will include a hint why the client exited playmode.
+Changed: The PhotonNetwork constructor creates a NetworkingClient (in Editor) to avoid exceptions due to possible recompilation.
+Changed: PhotonNetwork.StaticReset was running as RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad) but will run earlier now, using AfterAssembliesLoaded.
+Updated: Library to 4.1.6.4. More details in changes-library.txt.
+
+v2.33.3 (07. July 2021)
+Fixed: Skipping cleanup of PhotonViews if they never had a legit ViewID. This could result in a NullReferenceException (e.g. when exiting play mode).
+Internal: RegisterPhotonView will set view.removedFromLocalViewList to false now. This is an internally used value.
+
+v2.33.2 (06. July 2021)
+Fixed: Assigning photonView.ViewID = 0 will remove the PhotonView from the list of active views.
+Added: Namespaces for various classes that were not having any.
+
+v2.33.1 (24. June 2021)
+Updated: Library to 4.1.6.3. More details in changes-library.txt.
+Note: This has no distinct value for PhotonNetwork.PunVersion and no separate release in the Asset Store (the previous release was on the same day).
+
+v2.33 (24. June 2021)
+Fixed: Calculation of PhotonView.AmOwner. It is possible that the owner is set to actorNumber 0, which instead will apply the Master Client as owner. This caused AmOwner to be wrong.
+Fixed: Controller updates when players enter a room. Every client has to update the views, as an owner may return and regain control.
+Fixed: ControllerActorNr assignment will check if the assigned controller is inactive. In that case, the Master Client will step in (right during assignment).
+Added: Additional check if the settings file exists, to avoid using CreateAsset, when it does.
+Added: JoinRandomOrCreateRoom(). This was implemented in Realtime but not PUN.
+Changed: The enumeration CustomAuthenticationType was changed to fix naming inconsistencies. Use PlayStation4 and PlayStation5 respectively. Old variants are available as obsolete.
+Fixed: In Asteroids Demo, remote ships are not reacting to input when remote controller is inactive.
+Fixed: Potential KeyNotFound issue in the Asteroids Demo, PlayerOverviewPanel if remote players left or the object got destroyed.
+Added: PlayerDetailsController.OnDisable() override (used in cockpit) to unsubscribe from callbacks which are subscribed in OnEnable(). Both override the inherited implementation and call base.
+Updated: Library to 4.1.6.2 with several smaller adjustments. More details in changes-library.txt.
+
+v2.32 (09. June 2021)
+Fixed: Editor scripts to not overwrite the PhotonServerSettings when upgrading projects or loading them without a library folder. While the Editor starts up, the settings may be blank but not null. As before, if the asset is not available, it gets created.
+Updated: Library to 4.1.6.1 with several smaller adjustments. More details in changes-library.txt.
+
+v2.31 (19. May 2021)
+Fixed: RpcList updating. Assumptions about editor-callbacks order were incorrect and caused a variable to not be set as needed.
+Changed: The PhotonViewHandler now resets the sceneViewId to 0 for prefabs. This avoids leaking sceneViewIds to the prefabs.
+Updated: Export platforms for .Net 3.5 lib. It was still enabled for some platforms accidentally. Now the minimum of data is in that meta file.
+Updated: Export platforms for .Net Standard 2.0 dll. It should be used in all platforms except .Net UWP.
+Internal: AccountService can now send an "origin" as reference to the package the registration originates from.
+Updated: Library to 4.1.6.0 with various changes for timeout detection and resends.
+
+v2.30 (13. April 2021)
+Changed: When the PhotonView.ControllerActorNumber should be set to 0, it now sets the backing field to the Master Client's actorNumber instead. This prevents misunderstandings when updates are sent with the Master Client's actual actorNumber
+Changed: Setting the PhotonView.ControllerActorNumber will now refresh the Controller in all cases. This makes sure that (e.g.) scene objects get a Controller value OnJoinedRoom (they might exist before a room is joined).
+Updated: EventSystemSpawner to log an error and pause the execution, if only the new input system is being used. The PUN demos are not compatible with it unless you set Active Input Handling to "Both".
+Note: Only the PUN demos are incompatible with the new input system. PUN itself is not affected. As the demos are in separate folders, you can easily delete all of them and use the new input system in your project.
+Updated: Realtime API to 4.1.5.4, preventing several error cases.
+
+v2.29 (15. March 2021)
+Updated: Minimum supported Unity version to 2018.4.x. We develop PUN 2 in Unity 2018.4.22 from now on. Also the language compatibility level '.Net 4.x' or '.Net Standard 2.0' is now expected.
+Updated: Export settings for the dlls in Assets\PhotonLibs. All platforms will use .Net Standard 2.0, except the UWP export with .Net Runtime (which uses Metro with a placeholder being the lib in PhotonLibs\).
+Removed: Setting of protocol 1.6 when connecting directly to a Master Server. This was a workaround for older Photon Server SDKs.
+Note: If you host Photon yourself, you can set the LoadBalancingClient.SerializationProtocol to SerializationProtocol.GpBinaryV16, before you connect.
+Added: IPunOwnershipCallbacks.OnOwnershipTransferFailed. This helps react when an Ownership Transfer request failed (due to earlier changes). This might mean you have to implement OnOwnershipTransferFailed in some scripts.
+Changed: PhotonView OwnerActorNr and ControllerActorNr to make use of the new Room.GetPlayer() option (to get the Master Client instance if the owner/controller is set to 0).
+Fixed: The PhotonView's "Find" button was not saving the observed components in scenes, which meant the script wasn't called at runtime.
+Updated: Library to 4.1.5.2.
+
+v2.28.3 (03. March 2021)
+Fixed: PhotonView.AmOwner was not updated ever.
+
+v2.28.2 (03. March 2021)
+Fixed: A potential issue with the execution order of the PhotonView component. It now sets it's own execution order to -16000 to get initialized before other scripts (especially on scene loading).
+Changed: Conditionals and logging output for Xbox builds. In the Editor, it's impossible to get a token, so PUN should not enforce this.
+Changed: PhotonView.ControllerActorNr will make sure the PhotonNetwork.LocalPlayer is not null when accessing the actorNumber through that.
+Changed: Instantiate will set PhotonView lastOnSerializeDataSent and lastOnSerializeDataReceived to null (which keeps instantiation for reused objects cleaner).
+
+v2.28.1 (25. February 2021)
+Updated: Library to v4.1.5.1. which fixes a problem with IPv6 addresses which was introduced in v4.1.5.0.
+
+v2.28 (23. February 2021)
+Changed: PhotonView code to cache Owner and Controller, as well as storing the sceneViewId for objects which load with the scene. This is a bigger change and complex, so it may break some projects, despite the testing! Mail us, if you run into issues with ViewIDs, Ownership, etc: developer@photonengine.com.
+Added: DisconnectCause DnsExceptionOnConnect and ServerAddressInvalid (which might be renamed).
+Changed: Inspector to trim the values of AppId fields.
+Fixed: Likely fixes issue with Resources.Load failing to find prefabs in latest Unity versions. This is more of a workaround for Unity problems/changes.
+Changed: The re-usable list of PhotonViews in RemoveInstantiatedGO() is now cleared when it's no longer needed to avoid lingering PhotonView references (memory leaking).
+Added: OfflineMode to StaticReset(). So fast play mode (without domain reload) will not keep the client in offline mode.
+Changed: PhotonNetwork.Server for offline mode. It will now report the GameServer when an offlineroom is existing.
+Added: In OfflineMode, PhotonNetwork.LeaveRoom() will now also call the OnConnectedToMaster() callback. As the OfflineMode changes values immediately, the timing of callbacks might be slightly different than in online mode. Joining a room offline is instantaneous.
+Updated: Library to v4.1.5.0. which includes using the new Native Encryptor API (v2), a fix for NonAllocDictionary.Remove() and new StatusCode entries for DNS and IP issues.
+
+v2.27 (12. January 2021)
+Removed: "Simple" networking. Due to the progress on an upcoming networkin solution (Fusion), we will keep this set of components an external addon in maintenance mode (supported but not improved/extended).
+Updated: The Realtime API and Photon3Unity3d.dll to v4.1.4.9.
+
+v2.26.1 (15. December 2020)
+Note: This fix release does not have a new PhotonNetwork.PunVersion. The changes were just for the Editor.
+Fixed: Some edge cases for the included "Simple" addon.
+Added: Changelog for Simple.
+
+v2.26 (09. December 2020)
+Fixed: Possible IndexOutOfRangeException causing import issues when cached best region summary is not in expected format.
+Changed: Wizard will load Realtime AppId from settings, if present. This should avoid surplus "registrations".
+Changed: PhotonEditor will not call RegisterByEmail, if a request is pending some result. For that, the serviceClient is now a class variable and not a local one.
+Added: AccountService.RequestPendingResult. It's reset when the request ends (fail or success).
+Added: extra check to avoid sending useless (empty array payload) OwnershipUpdate event.
+Updated: The Realtime API and Photon3Unity3d.dll (v4.1.4.8) with smaller improvements and changes. Check the respective changelogs.
+
+v2.25 (30. November 2020)
+Added: Simple Network Sync for PUN2 a.k.a. "Simple" and PhotonUtilities.
+Note: extends PUN2 to operate on a simulation-based tick timing system that uses circular buffers. So far, Simple was distributed as addon, now it's included.
+Note: See: https://doc.photonengine.com/en-us/pun/current/gameplay/simple
+Updated: Realtime API in a few ways. See respective changelog.
+
+v2.24 (25. November 2020)
+Added: PhotonTransformView.UseLocal. It defaults to true for any new PhotonTransformView but allows to get the "old" behaviour with world position and rotation data being synced.
+Fixed: Inspector UI for PhotonTransformView and PhotonAnimatorView. Warning box for using triggers broke horizonal bounds, causing horizontal scrollbars on inspector. Switched to standard helpbox.
+Changed: Drastically lowered the MaxDatagrams value, to not send too much in one frame.
+Changed: Default sendFrequency to 33ms. PUN will send in more frames but less datagrams in each.
+Changed: SendRate does not affect the SerializationRate value anymore. Also, SerializationRate can be set independent from the SendRate.
+Updated: Documentation about SerializationRate and SendRate. This now explains more details about sending.
+
+v2.23 (17. November 2020)
+Changed: CustomTypes are now split into CustomTypes and CustomTypesUnity. The latter is part of the Realtime API and registers automatically for Unity projects (in LoadBalancingClient constructor). This only changes internals for PUN. The Player class is only a de/serializable type in PUN.
+Changed: DebugLog info in case an RPC was not found. Making it clear that RPCs should return null or an IEnumerator (if you enable RunRpcCoroutines).
+Changed: Creation of the locally used EventData instance. The Parameters are now readonly and non-null.
+Updated: Registration wizard to avoid multiple registration calls.
+Fixed: Callback registration updates when the owner changes (PhotonView.SetOwnerInternal()).
+Changed: PhotonServerSettings label for Appid of PUN. Was labelled as "Realtime" but there is a "PUN" type of appids which should be used.
+Changed: Various places in PUN to re-use boxed bytes (instead of causing boxing in those places).
+Added: Handing for compile defines PUN_DISPATCH_IN_FIXEDUPDATE and PUN_DISPATCH_IN_LATEUPDATE. It locks Dispatch calls to the respective monobehaviour methods (and timing). Use one or the other.
+Changed: Depending on PhotonNetwork.MinimalTimeScaleToDispatchInFixedUpdate and the Time.timeScale, PUN will dispatch incoming messages in FixedUpdate or in LateUpdate. Before it potentially was running in both MonoBehaviour callbacks.
+Changed: Description of PhotonNetwork.MinimalTimeScaleToDispatchInFixedUpdate to reflect and explain the change above.
+Changed: Loading and creation of the PhotonServerSettings file. We got several reports of errors with this but could not properly reproduce them. Several safeguards were added and in worst case, you might end up with two PhotonServerSettings files (if you had an old one).
+Added: BestRegion now checks if the operation GetRegions was successful. If it returned an error, it skips pinging (and the client will get disconnected anyways).
+Updated: The Realtime API and Photon3Unity3d.dll (v4.1.4.6) with lots of improvements and changes. Check the respective changelogs.
+
+v2.22 (07. September 2020)
+Changed: Default observe option for PhotonView is Unreliable On Change.
+Fixed: PhotonView.Get wouldn't work if object was disabled. This fixes that.
+Fixed: PhotonView.Get was using GetComponentInParent which will fail to find the PV if an object is disabled. Custom GetParentComponent solves that problem.
+Fixed: Code using the WebSocketSharp library. It's only for non-WebGL builds and needs to be put inside the conditional code of WebSocket.cs.
+Changed: Export settings for websocket-sharp.dll. It should export to any platform (if needed) except for console, web and Windows Store. Each such platform has a more specific solution.
+Added: AmOwner property to cached ownership values.
+Added: SetControllerInternal method for use with advanced SNS ownership handling. Not used currently by Pun2.
+Changed: Photonhander for client disconnects fixed to only change owner to null rather than Master.
+Changed: Only change owner of objects that will survive autoCleanup.
+Fixed: Misspelling of Owner as Onwer.
+Changed: Only rebuild controller cache on JoinRoom if client is the master. Otherwise leaves the controller as -1 indicating the current controller isn't known yet.
+Changed: PhotonView custom inspector. Default observe option for PhotonView is "Unreliable On Change" again.
+Added: OnSerializeView now checks components, so list items being null in Observables are not breaking anymore.
+Changed: A PhotonView now has IOnPhotonViewPreNetDestroy, IOnPhotonViewOwnerChange and IOnPhotonViewControllerChange callbacks that help with fine grained control of these cases. Interface IOnPhotonViewCallback is renamed to IPhotonViewCallback.
+Updated: The Realtime API and Photon3Unity3d.dll (v4.1.4.5) with lots of improvements and changes. Check the respective changelogs.
+
+v2.21 (19. August 2020)
+Fixed: Handling of case "blocked by Windows firewall". WebSocket-sharp does not call OnError in this case. This affects WebSocket.cs.
+Updated: AuthenticationValues.Token setter to be protected internal. Only needs to be set by Photon LoadBalancing API. Updated reference docs, too.
+Fixed: Supress a minor unused warning in SlotRacer.
+Fixed: When Player disconnects - only change the owner of that players created objects if AutoCleanup is false. Otherwise, do nothing as they are all about to get destroyed, and an OwnerChange to Master could break things for some users.
+Fixed: Duplicate call to StaticReset(). This also created the LoadBalancingClient two times and caused a callback registration to get lost. This fixes the reported problem with scene synchronization in 2019.4 and up.
+Changed: PhotonNetwork.LoadLevel() methods will skip loading, if PhotonHandler.AppQuits is true. This avoids a minor issue in the Editor when a script loads a scene in OnLeftRoom() while ending playmode.
+
+v2.20.2 (04. August 2020)
+Fixed: Destroy code that caused a "Ev Destroy Failed." error log.
+v2.20.1 (03. August 2020)
+Fixed: An issue with Standalone builds in Unity 2019.4.x, which did not connect. The main loop was somehow not called if PhotonMono was created in RuntimeInitializeOnLoad callback.
+Changed: RuntimeInitializeOnLoad() should only happen in the Editor, where we may disable the Domain Reload.
+Removed: Code that automatically added PV to gameobjects with MonoBehaviourPun (the PhotonView is not a must-have for those scripts (but typical)).
+Changed: PhotonTransformView is now sending local transform values. This should work better with parenting.
+
+v2.20 (03. August 2020)
+Fixed: Potential cause for NetworkingClient being null in Editor on enter playmode. The EditorApplication.isPlaying value has a race condition.
+Fixed: Edge case where ownershipCacheIsValid was not getting correctly updated for leaving players when Cleanup is disabled.
+Added: CustomContext for PhotonWizard AccountService creation.
+Added: Some additional Standard Assets for third person demos (For SNS overlap with existing demo).
+Note: ThirdPerson scripts namespace changed to avoid conflicts with Unity Standard Assets they are taken from.
+Added: "Chat Extended" features. Properties for public channels and users. Event OnErrorInfo. Wrapped in compile define.
+Added: Additional method for finding nested components. Used by SNS.
+Fixed: PhotonView.ResetOwnership will no longer run into NullReferenceException.
+Fixed: Another potential NullReferenceException due to bad placing of a null-check (in OnEvent, case OwnershipTransfer).
+Fixed: Asteroids scenes had missing (obsolete) component on cameras.
+Added: Auto-find Observable Components in PhotonViews and Multi-select. PhotonViews can now (optionally) find observable components on the same object, making the setup easier.
+Added: Initial support to turn off Domain Reloading, also known as Fast Play Mode. Please report issues by mail, should there be any.
+Changed: InstantiateSceneObject got renamed to InstantiateRoomObject, which is a better terminology for objects that belong to the room but are not loaded with the scene. Old naming is obsolete.
+Changed: Added argument to OnControllerChange callback - controllerHasChanged.
+Fixed: Support to network-destroy scene objects (loaded with the scene). Known limit: The events to remove networked scene-objects are fired on join, not on load. This may actually desync players, depending on when scenes get loaded.
+Added: Nullcheck to the StatesGui to avoid issues when recompiling during runtime (in Editor).
+Changed: Initialization of PhotonEditor to make sure it runs for the first time after the Editor finished loading. OnInitialHierarchyChanged registers for the events.
+Fixed: Potential issue when the background image could not be loaded and would assign to the style as null.
+Removed: PhotonEditor static constructor and InitializeOnLoad attribute (using InitializeOnLoadMethod exclusively).
+Removed: Support for PlaymodeStateChanged event as used before Unity 2017.2 (without the parameter). Affects PhotonEditor.cs.
+
+v2.19.3 (06. July 2020)
+Fixed: An issue with ownership, which was introduced in v2.19.2.
+v2.19.2 (02. July 2020)
+Fixed: Wasn't setting owner in NetworkInstantiate, which was causing a failure to reset old owner values on second room join.
+
+v2.19.1 (29. June 2020)
+Changed: Don't run GameObject removal code if app is quitting.
+Replaced: Mixamo animations with Standard Asset equivalents (for licensing reasons).
+Fixed: A problem in the Photon3Unity3d.dll (v4.1.4.3). New version: v4.1.4.4.
+ Fixed: NonAllocDict. Capacity change was broken. This is a critical fix. PUN uses this internally for the PhotonViewCollection.
+ Added: Indexer to NonAllocDict to allow Dict[key] get and set.
+ Added: NonAllocDict.Clear() method.
+
+v2.19 (25. June 2020)
+Fixed: FindPunAssetFolder, which relied on a file that got renamed earlier. (no new asset file version)
+v2.19 (24. June 2020)
+Added: Documentation for PhotonView.Find(ViewID).
+Added: Callback "OnPreNetDestroy" and registration to PhotonView. If necessary, scripts can get a call before networked objects get destroyed. This may help unparent/rearrange objects.
+Added: Check that the Dev Region override is in the list of available regions (from Name Server). If not, the first available region is being used.
+Changed: RegionPinger.Start() now attempts to use a ThreadPool WorkerItem to ping individual regions. Only if that fails, a separate managed Thread is used. This should help avoid running into Thread limits (if any).
+Changed: The PhotonServerSettings field "Port" now gets used, even if the client connects to a Name Server. Before, the Port was only used if the checkbox "Use Name Server" was off.
+Added: Proxy setup for WebSocket connections. To actually use the proxy settings, a special WebSocket implementation is needed. In the PUN 2 package, this value won't do anything.
+Fixed: WebSocketTcp to call peerBase.OnConnect(), as expected by all IPhotonSockets.
+Changed: Error messages for RPC issues. Not found, parameters and too many components implementing them. Now uses GO as context (click the Editor log entry to highlight the exact target object).
+Changed: OnJoinedInstantiate component to add more features. It now checks Player.HasRejoined to decide if the local player needs to instantiate networked objects or if that was done before.
+Update: The link.xml to also cover the client lib namespace ExitGames.Client.Photon. If Unity fails to run a build with the error that some default constructor is missing, move the link.xml to your project root (or merge with yours). This avoids too much code stripping in IL2CPP builds.
+Fixed: AccountService Context description override to go with the authentication token for third party registrations.
+Added: TrafficRecorder with sample. See TrafficRecorderSrc for docs and usage.
+Fixed: NullReferenceException in PhotonTeamsManager when accessed in Awake.
+Added: EnableProtocolFallback in the PhotonServerSettigns. It is enabled by default, so the client will try another protocol if the initial connect to the Name Server fails. It's only applied in ConnectUsingSettings(). This is disabled for WebGL and Xbox One.
+Updated: The Realtime API and Photon3Unity3d.dll (v4.1.4.3) with lots of improvements and changes. Check the respective changelogs. Some important changes listed below:
+ Improved: Performance in terms of GC. More internal objects are pooled. Events that contain just a byte[] can now be sent and received with almost zero allocations. Check LoadBalancingPeer.UseByteArraySlicePoolForEvents.
+ Changed: Internals to avoid accumulation of Threads.
+ Fixed: A rare threading issue for UDP connections.
+ Fixed: Best Region selection for UWP builds on the .Net Runtime.
+ Added: PhotonPeer.TrafficRecorder and ITrafficRecorder. This can be used to capture traffic on UDP connections.
+ Added: Checks for connections on WebGL and Xbox One. Settings that can be corrected (to match the platform's requirements) are corrected with a log note. An Exception is thrown, if that's not possible. Connect methods may throw an Exception, which are to be fixed during development time.
+
+v2.18.1 (30. April 2020)
+Fixed: String serialization issue in the Photon3Unity3d.dll (v4.1.4.0). Updated to Photon3Unity3d.dll (v4.1.4.1).
+v2.18 (28. April 2020)
+Fixed: Support for Unity 2019.3. As Unity 2020 is still beta, there may be more import / build issues. Please report via mail.
+Note: We noticed upgrading projects may create more than one PhotonServerSettings file. If your AppId seems gone, look up these files and keep the one with settings.
+Fixed: Asteroid Demo bullet instantation uses the position sent via the rpc, instead of the current local position.
+Updated: Nicer format for the countdown utility script to avoid floating points.
+Fixed: NullReferenceExceptions in PhotonTeamsManager.OnPlayerEnteredRoom and PhotonTeamsManager.OnPlayerLeftRoom.
+Added: PhotonTeamsManager.GetTeamMembersCount which is a helper method to get size of teams directly.
+Fixed: Photon teams extension methods for team assignment now rely only on Player.SetCustomProperties.
+Fixed: Removed obsolete usage of GuiLayer Components in demos for compatibility with Unity 2019.3 onwards.
+Fixed: Some warnings that Unity was showing on build.
+Changed: The checks before sending operations. As long as the peer is switching servers, there is no connection and operations can not be sent. This is logged better.
+Added: Logging of OnJoinRoomFailed to SupportLogger.
+Changed: StripKeysWithNullValues to reuse a list of key with null-values. This causes less allocations and garbage to clean.
+Fixed: Setting the serialization protocol for connections that directly go to the Master Server. This was broken in v2.17 by accident.
+Changed: The assembly PhotonWebsocket (WebSocket folder) will no longer export to UWP / Windows Store builds, even if the compile define WEBSOCKET is set. It is simply incompatible with the platform.
+Changed: LoadBalancingPeer.ConfigUnitySockets() will not set the UDP/TCP sockets for Windows Store builds.
+Changed: RegionHandler.GetPingImplementation will no longer use PingMono class, unless it is defined by some platform-specific code.
+Updated: The Realtime API and Photon3Unity3d.dll (v4.1.4.0) with lots of improvements and changes. Check the respective changelogs.
+
+v2.17 (26. March 2020)
+Added: New "Dev Region" feature. With this setting, all development builds will use the same region, avoiding initial matchmaking problems with best region selection. Development builds are turned on automatically, when the PhotonServerSettings get created initially and the "Dev Region" is set on first run in Editor.
+Changed: PhotonServerSettings inspector to accomodate the new values and reorganize existing ones.
+Changed: Instantiate and InstantiateSceneObject to not create a new object while not (yet) in a room. This avoids issues where an invalid showed up. There is a new debug log for this case, as it causes null-reference exceptions (in case it's used incorrectly).
+Added: New animations for the Basics Tutorial. The previous ones were causing warnings on import / reload.
+Added: New callback OnErrorInfo when the client receives an ErrorInfo event from the server. Implemented in MonoBehaviourPunCallbacks and SupportLogger.
+Changed: PhotonNetwork.SetPlayerCustomProperties return bool instead of void.
+Internal: ObjectsInOneUpdate will now initialize the capacity of a SerializeViewBatch.
+Removed: Metro folder and dlls. Unity deprecated builds for Windows 8.x Store, which means PUN can't support this anymore. Windows 10 UWP builds are supported using IL2CPP and the regular managed Photon dlls.
+Fixed: Unity Cloud Builds. A check prevents creation of ServerSettings when using Cloud Build.
+Internal: The PhotonEditor can now define a "customToken" for the AccountService registrations.
+Changed: Utility script OnJoinedInstantiate. It is now more versatile.
+Updated: SocketWebTcp.cs which should no longer define a SerializationProtocol. This is now part of the inherited class IPhotonSocket and automates sending the used protocol.
+Fixed: PunTurnManager ignores processed event callback when sender is -1, so that it can be instantiated even when player is not in room.
+Updated: Better warning for Trigger usages in PhotonAnimatorView inspector and at runtime.
+Updated: The Realtime API and Photon3Unity3d.dll (v4.1.3.0) with lots of improvements and changes. Check the respective changelogs.
+
+
+v2.16 (26. November 2019)
+Reverted: Some changes in the TypedLobby class. Setting Name and Type does not depend on some other state. Just make sure the Name is not null or empty or the TypedLobby will point to the "default lobby" with a fixed/defined behaviour.
+Fixed: Properly set the received interest group on the PhotonViews of the locally instantiated networked GameObject.
+Fixed: Issue in RegionHandler in WebGL which prevented connection to master server if a scene was loaded during best region ping/calculation.
+Fixed: A rare condition where a region preference can't be parsed into the region and ping values the inspector attempts to show. We check the result of the "split" now.
+Updated: The email check for registrations. Should be more accurate.
+Internal: Optimized Instantiation, RPC calling and sending with cached / reusable keys. This avoids some garbage creation.
+Added: Option to run RPCs as coroutines. Disable with PhotonNetwork.RunRpcCoroutines = false. This makes the upgrade from Pun Classic easier.
+Added: OpJoinRandomOrCreateRoom. When the random matchmaking does not find a suitable room, this operation creates one immediately.
+Added: The Scene Settings inspector now links to the online documentation for this topic. Click the "book" icon which Uniy uses to explain built in components. This works in other cases, too.
+Changed: LoadBalancingPeer and ChatPeer now look for SocketNativeSource instead of SocketWebTcpNativeDynamic when the target platform is XB One. A new Xbox addon is coming up on our SDK page.
+Updated: Photon3Unity3d.dll to v4.1.2.19.
+
+v2.15 (19. September 2019)
+Fixed: NullReferenceException when trying to log an error for a received RPC with a non existing method and zero arguments.
+Changed: Calling an RPC method with a null or empty method name will not be executed and error will be logged.
+Fixed: Callbacks deregistration and PlayersPerTeam clearing in PunTeams which caused KeyNotFoundException in some cases.
+Fixed: NullReferenceException in SupportLogger.TrackValues in Unity Editor after compilation by making sure only one instance of SupportLogger is in the scene and SupportLogger.TrackValues is properly stopped when the application stops or client disconnects.
+Changed: TypedLobby refactored to reflect the proper definition of the default lobby: a lobby that has a null or empty name, the provided type is ignored in this case and will be considered default type.
+Changed: RPC methods not found error logs explictily state that RPC methods search does not include static methods which are not supported as RPC methods.
+Updated: SceneSettings Inspector improved and SceneAsset field added to make reference to scenes easier.
+Updated: Code comments for documentation.
+
+v2.14 (9. August 2019)
+Updated: To using Unity 2017.4.7 as lowest supported version. The Asset Store no longer supports uploading packets for older Unity versions. A few variables are now public, as they were not accessible otherwise due to assembly definitions.
+Changed: The callbacks to OnDisconnected(reason). On timeout or exception, there is now only one callback which happens after the client/peer is actually disconnected. The peer's status changes (timeout, etc.) are used to identify the reason but don't cause a callback on their own. Previously, you could run into more than one OnDisconnected call and fail to reconnect in the first one.
+Changed: There are now fewer calls of OnDisconnected(). Example: A timeout disconnect caused two calls because signalled the timeout and the second signalled when the client locally finished disconnecting. Now, the DisconnectCause stores the reason and there is only one callback.
+Changed: Internal use of DisconnectCause. It's now set in LBC.Disconnect() and by errors from the Peer. It's reset to "None" before calls to Peer.Connect().
+Removed: DisconnectCause enum values that were obsolete already. DisconnectByServerUserLimit is now MaxCcuReached. TimeoutDisconnect is now ClientTimeout. DisconnectByServer is now ServerTimeout.
+Changed: SupportLogger. Traffic stats are enabled by default. The PhotonHandler no longer has to enable this.
+Added: Min/max ping to logged statistics. SupportLogger.TrackValues is invoked to keep track of min/max ping for each connection.
+Fixed: Statistics logging is started on Connect and stopped OnDisconnected().
+Added: AssemblyDefinition for the Editor scripts of Demos (which have been one big assembly, including the Editor scripts).
+Fixed: Basic Tutorial Player UI hiding system when player is not visible.
+Added: Check to Connect methods to not connect, if the app quits. This was freezing of the Editor in some cases.
+Changed: Callback registration.
+Changed: All callback target changes are now queued in one queue and executed in order. This avoids cases where our implementation defined if a callback got added or removed, when a target got added and removed.
+Changed: Duplicate addition and removal is now prevented.
+Changed: The callback containers now know and use the LoadBalancingClient to update the targets. This means they don't need lists for additions and removals anymore.
+Changed: Events will now also update the callback targets before executing the event callback.
+Changed: WebRpcCallbacksContainer is now also a List<i> like the other containers. This is simpler to maintain. The only "custom" callback implementation is that for events. This was an event delegate before and remains one. No change for this.
+Changed: PhotonViewIdHandler to keep assigned viewIDs if they don't clash. This avoids some issues when editing projects.The workflow now applies the minimum scene view ID for PhotonViews for multiple open scenes.
+Changed: Editor usage of PUN.
+Changed: PhotonEditor no longer uses the Editor update loop. It updates less frequently and more to the point with specific events.
+Changed: The PhotonEditor is not using PhotonNetwork.PhotonServerSettings anymore, which could cause a freeze of the Editor.
+Fixed: The PhotonEditor could fail to load the PhotonServerSettings when loading a project without "library" folder in Editor 2019. This showed as a lost app id, even though the project had one earlier.
+Fixed: UpdateRpcList failed to load any "user assemblies", due to now using AssemblyDefinitions. This means RPCs were sent as full name, which is wasteful (but not an error as such).
+Changed: UpdateRpcList with LINQ. This is less code, easier maintain and read.
+Changed: The "on compile" disconnect is done much faster now and hopefully avoids some issues.
+Internal: Removed PhotonNetwork.photonMono. As the Handler is supposed to be a singleton with Instance, PUN should use that.
+Fixed: Two layout issues in the PhotonView Inspector GUI (for very lean windows).
+Added: Option to dispatch incoming messages, even if Time.timeScale = 0: PhotonNetwork.MinimalTimeScaleToDispatchInFixedUpdate. It defaults to not being used.
+Changed: Execution order for disconnect on quit. As OnApplicationQuit is followed by OnDisable, PUN now disconnects in OnDisable, if OnApplicationQuit was called previously. This means that you can now send a final message in OnApplicationQuit. It's not guaranteed to arrive anywhere, as the message won't be repeated on loss.
+Changed: WebRpcResponse.ReturnCode -> ResultCode and WebRpcResponse.DebugMessage -> Message.
+Added: Now showing current best region and its ping from Players' Prefs in ServerSettings.
+Added: ServerSettings now lets you edit Rpc List in Inspector, shows the rpc hash as Hex string and let ypu copy it in the OS Clipboard.
+Fixed: Textures needed for editor interfaces now search for the PUN folder instead of assuming a hardcoded path.
+Updated: To new library version v4.1.2.17.
+
+v2.13 (25. June 2019)
+Fixed: Typos and null checks in PhotonNetwork class.
+Fixed: SerializationProtocol selection for WebGL.
+Fixed: Missing IWebRpcCallback interface reference added to MonoBehaviourPunCallbacks.
+Added: PhotonNetwork.AllocateViewID(bool sceneObject), which can be used to just get a viewID that is then assigned manually.
+Updated: Improved wording for warning on missing photonViews during serialization.
+Changed: The library now has a changes-realtime.txt file instead of a release_history.txt. The plan is to separate library and Realtime API updates from those of PUN and other packages. Also check out changes-realtime.txt and changes-library.txt.
+Updated: PUN Cockpit. It will now rejoin instead of join if needed.
+Updated: To new library version 4.1.2.16.
+ This fixes an issue with a ThreadAbortException thrown on Android (with specific Unity build settings) and improves connection stability in cases where the ping goes up temporarily.
+Chat
+ Added: ChatClient.TryGetPrivateChannelByUser.
+
+v2.12 (6. May 2019)
+Fixed: Breaking change of EventData. The properties Sender and CustomData are back and they keys (in the event Parameters) can now be configured at runtime (if needed).
+Updated: To new library version 4.1.2.14 (6. May 2019 - rev5088).
+
+v2.11 (3. May 2019)
+Fixed: EventData usage. PUN v2.10 had a bug in Ownership Transfer calls and some events.
+Fixed: ClientState.ConnectedToMasterserver did not have the same value as ConnectedToMasterServer (and no longer got used at all). This affects only rare cases where the enum is directly used (PUN was updated).
+Changed: Account registration scripts to use Unity's built-in JSON parsing. Now, PUN no longer incldues the NewtonSoft Json dll (which should avoid the occasional clash of dlls).
+Updated: To new library version 4.1.2.13 (3. May 2019 - rev5086).
+ Changed: EventData was changed in the Photon3Unity3d.dll again. Now it does not have a Sender or CustomData property anymore as those were not workign for Chat (and misleading). Instead, those are fetched from the Parameters of an event (each API provides accessor extensions).
+ Added: PhotonPeer.ReuseEventInstance as option to use a single EventData instance for all incoming events. This reduces memory garbage. The drawback is: An event provided via OnEvent(EventData photonEvent) is invalidated right after the callback finished. That event's content will get modified. Typically this is not a problem as events are rarely cached.
+Chat
+ Fixed: Properly add local client's UserId to public channels' Subscribers list when applicable.
+
+
+v2.10 (26. April 2019)
+Fixed: Unity 2019 compatibility. Removed warnings about obsolete APIs. Code clean up to remove compiler warnings in Unity 2019.
+Fixed: PhotonTransformView does not interpolate between the first streamed data and subsequent to avoid the initial drift between the player's original position and the current position.
+Changed: GetGameList operation is not sent when filter is null or empty. This resulted in a server-side error and now GetGameList logs this case and returns false.
+Changed: IsConnectedAndReady is now also false for ClientState.DisconnectingFromGameserver, DisconnectingFromMasterserver and DisconnectingFromNameServer.
+Changed: InLobby property is now checking the State == JoinedLobby, which is analog to InRoom.
+Changed: InRoom property getter checks if CurrentRoom is not null.
+Added: Nintendo Switch Authentication enum value. More about this on our doc page for Nintendo Switch development.
+Changed: removed references to PUN1's removed PhotonNetwork.GetRoomList().
+Changed: Renamed ClientState items which ended on "Gameserver" and "Masterserver" to using PascalCase "GameServer" and "MasterServer". The previous names are obsolete to ease upgrading this, if needed.
+Fixed: BroadcastPropsChangeToAll is applied correctly (it wasn't used properly, when false).
+Fixed: When in offline mode, OpSetPropertiesOfActor does not get called (it failed due to not being connected).
+Updated: To new library version 4.1.2.12 (26. April 2019 - rev5046).
+Note: EventData.Parameters is no longer guaranteed to be non-null! Events sent via RaiseEvent (the most common form) will have Code, Sender and CustomData but Parameters will be null. Internally, this means we can re-use some more memory. PUN covers this change for you but if you use the events more directly, you may notice.
+Chat
+ Fixed: properly add local client's UserId to public channels' Subscribers list when applicable.
+
+v2.9 (26. March 2019)
+Fixed: Automatic level synchronization, which was affected by the callback change in v2.8.0. Now, as in 2.7 and earlier, the scene is loaded on join, before the OnJoinedRoom callback.
+Changed: The api reference for LevelLoadingProgress and LoadLevel.
+Fixed: Surplus call to Disconnect when the app quits but PUN is offline. This also means there is no OnDisconnected() callback in this case (which happened unintentionally).
+Internal: SetLevelInPropsIfSynced() is now called in NewSceneLoaded() under the condition that PUN was not causing the scene-load. So it's not called when the scene loaded via PhotonNetwork.LoadScene.
+Fixed: SetLevelInPropsIfSynced() now checks if the new value is not in the props yet and if so, it will set the property right away.
+Fixed: When using LoadLevel(), this will set the new sceneId as property right away (unless it didn't change). This should avoid delays on other clients loading the same scene.
+Changed: The condition when a async load is canceled. If at all, it only cancels a PUN-initiated loading, if the new sceneId does not refer to the scene in the properties.
+Fixed: PunCockpit script. Using the left side of the lobby panel, it now uses the default lobby (no name, type = default) for CreateRoom and JoinRandom. If you JoinLobby in one client and CreateRoom in another, the created room will also show up in the list (bottom right).
+
+v2.8.1 (21. March 2019)
+Fixed: Problem with assembly definition and WebSockets usage.
+Removed: Unused code (fixing the warning about that).
+Note: This version has minimal changes that don't affect the gameplay, so we decided not to change the version in PUN (which would separate players) or in the Asset Store (which triggers a mail).
+v2.8 (15. March 2019)
+Changed: Unity 5.6.6f2 is now the minimum supported version. Older versions won't run in the most up to date MacOS anymore, so we decided to drop those.
+Added: VIVEPORT Authentication provider. See: https://www.photonengine.com/en-us/viveport and docs: https://doc.photonengine.com/en-us/arvr/current/connection-and-authentication/authentication/viveport-auth
+Changed: The cached "best region" is cleared whenever a region's pinging finishes. This fixes a potential issue when the BestRegion value is used before the pinging is done. Then, you end up with a wrong selection.
+Added: When connecting to a Master Server directly (likely a Photon Server / OnPremise) without a UserId, PUN will now set a GUID. This reflects the behaviour of the Photon Cloud and helps differentiate clients by a UserId in matchmaking.
+Changed: When connecting to a Master Server directly (likely a Photon Server / OnPremise) with WebSockets, PUN now automatically uses a compatible serialization protocol (GpBinaryV16).
+Changed: The callbacks OnRoomPropertiesUpdate and OnPlayerPropertiesUpdate are not called when/before entering a room. It was the case whenever properties change, which is also the case when the Realtime API constructs the room or the player (with properties). Wait for OnJoinedRoom and check properties the first time when that's called.
+Updated: Photon3Unity3d.dll library to 4.1.2.10, rev5023.
+
+
+v2.7 (13. February 2019)
+Fixed: Offline mode. Custom properties are now set properly.
+Renamed: PhotonNetwork.BackgroundTimeout is now PhotonNetwork.KeepAliveInBackground.
+Fixed: PhotonNetwork.KeepAliveInBackground now sets the ConnectionHandler.KeepAliveInBackground, which actually affects the background keep-alive.
+Fixed: A crash problem on Nintendo Switch. Setting a Thread.Name caused a crash in some Unity exports. We work around this by simply not naming internal threads.
+Updated: Photon3Unity3d.dll library to 4.1.2.9, rev4985.
+Photon Chat:
+ Added: Client API for Max Subscribers and Publish Subscribers features inside public channels.
+
+v2.6 (25th January 2019)
+Fixed: Offline custom properties are now set even if ExpectedProperties is set, as there is only one source for setting properties when in offline mode.
+Fixed: Switching Offline mode off now properly cleans up room content.
+Fixed: Infinite for-loop when enabling all Interest Groups by using new byte[0] as parameter for the SetInterestGroups function.
+Fixed: The PhotonView attribute AddComponentMenu could not have a shortcut (in 2018.3) for unknown reasons. It was causing compile errors in some cases, so the shortcut (&v) is gone.
+Fixed: Rpc list was not showing in the ServerSettings Inspector.
+Fixed: Inspector for ServerSettings no longer closes due to recompile.
+Added: Tooltips for all fields in the Photon Server Settings. Each entry is now at least somewhat explained. More in the docs.
+Changed: PhotonNetwork.WebRPC can set AuthCookie webflag, which is used for WebHooks.
+Changed: PhotonNetwork.CurrentLobby and LoadBalancingClient.CurrentLobby are now readonly. The lobby must be defined by joining one or via the parameter when creating rooms. As before: You don't have to join a lobby to do matchmaking via a lobby.
+Changed: SupportLogger now makes use of the new ServerIpAddress value in the PhotonPeer.
+Changed: Added a local timestamp to the SupportLogger: it now logs [Time.unscaledTime] in front of each log.
+Changed: SupportLogger will also log the "basics" when it got the RegionsList from the Name Server (and it now logs the NS IP-address).
+Changed: The log output when Join/Create failed. Now it also logs the State (which is the primary value for IsConnectedAndReady). Better for debugging.
+Changed: PhotonNetwork.time is now cached per frame (based on Unity's frameCount value). This applies the same time-value for the whole frame, no matter when Update() gets called on a specific object. This might avoid some judder when syncing objects.
+Changed: The property "timestamp" is obsolete (as name) in PhotonMessageInfo. There is now a SentServerTimestamp integer and a SentServerTime double. It makes sense to use the integer to calculate delta-times in milliseconds.
+Added: Callback OnDisconnected() to connection-exception handling for "Exception in Receive". Also for: "Max CCU Reached" (probably not used).
+Added: Note in reference doc, that "Exception" for receive is typical if you connect a local Photon on Windows but the server isn't running/available.
+Fixed: SetInterestGroup() for Offline mode. If offline, it can simply skip the call to OpChangeGroups and avoid some log spamming.
+Added: ServerSettings now let you open the dashboard directly for each types of ids, and let you open the whiteList region editor as well.
+Fixed: PhotonEditorUtils.IsPrefab() is fixed for 2018.3 onwards, it now takes in consideration both assets and prefab editing stage when checking.
+Changed: Setting PhotonNetwork.PrefabPool to null now logs a warning and default to the DefaultPool class.
+Fixed: Problems with "Best Region" selection on Nintendo Switch. Best Region now works, even if all available Photon Cloud regions need to be pinged.
+Internal: PingMono class now keeps one Socket instance until discarded.
+Internal: PingMono uses Socket.Poll() now, instead of .Available (which might also be the cause why this is Switch compatible now).
+Internal: PUN now sends PhotonView-updates via a re-used List<object>. A second list was added to the PhotonView, so they can be used alternating and without copying values before sending them.
+Changed: ExecuteRpc() to not always create argument- and argument-type-list. This is a minor optimization.
+Changed: ExecuteRpc() check of arguments versus a method's parameters.
+Changed: RPC() to re-use the event-content Hashtable (and clear it instead of re-creating it every time).
+Updated: Photon3Unity3d.dll library to rev4954.
+
+v2.5 (20th November 2018)
+Fixed: The RoomOption CleanupCacheOnLeave is now correctly set per room (if set for creation of the room). This bug caused a server-side cleanup of Instantiate-events, buffered RPCs and other buffered events, despite a different setting in the options. This messed with a game's state, if you wanted to keep networked objects when players leave.
+Fixed: Regression during PhotoView cleanup leading to loss of viewId in OnDisable and OnDestroy calls. Now OnDisable and OnDestroy can access the viewID. Pooling the game object will set the new viewID before OnEnable is called.
+Fixed: Asteroids Demo. The cached room list now gets cleared correctly when the client joins a room / leaves the lobby.
+Added: The component "PhotonTransformViewClassic", which provides all the options (and implementation) from PUN Classic (1.xy). Use this if you want to use the options that were previously available. This component is deliberately not used by default.
+Changed: The inspector for PhotonTransformView to hint about the PhotonTransformViewClassic and using your own synchronization in general.
+Changed: PUN now suppresses the compiler warning "649" on newer versions of Unity for some of our Basics Tutorial scripts. This helps us keep the used code simple and better at "teaching" PUN.
+Changed: The Realtime API no longer sends the actor properties on a rejoin. The values are known to the server and should not be updated. Set new values after rejoining the room, if that's needed.
+Fixed: Support for 2018.3 and newer prefab workflow to not show/deal the viewId field when editing a prefab.
+Fixed: ViewID assignment algorithm when reaching the max view ID value.
+Fixed: Removed harmless "duplicate"-warnig inside the DemoHub context. Now eventSystem is only created if needed.
+
+v2.4 (24th October 2018)
+Fixed: Duplicated Instantiation Events when using PhotonNetwork.ReconnectAndRejoin: when a client rejoins a room, his server-side cached Instantiation Events get duplicated, resulting in duplicated objects. This has been fixed.
+Changed: When Unity exports with Runtime 4.x and Mono, PUN and Chat now use a new, async socket class to work around issues with Socket.Receive blocking indefinitely (and timing out). This is now available for UDP and TCP. IL2CPP is not using this.
+Note: We changed the "productname" internally from PhotonUnityNetworking to PUN2, to avoid a problem when building UWP apps with the AssemblyDefinitions in place. In that case, two .dbg files were created and put into the generated solution. This does not affect projects which import PUN (without the ProjectSettings file) but you should keep this in mind.
+Updated: The Photon3Unity3d.dll to v4.1.2.4 with some fixes and improvements. See release_history.txt.
+
+v2.3.1 (17th October 2018)
+Updated: The Photon3Unity3d.dll to v4.1.2.3 for fix one issue with duplicates of fragmented messages. This could cause an exception and disconnect.
+
+v2.3 (16th October 2018)
+Fixed: The "Background Fallback Thread". PhotonHandler.Awake() now starts the fallback thread which send acks, even if the Main Loop is paused. This was missing and potentially causing timeouts when loading levels.
+Changed: The Background Fallback Thread will keep a connection for another 30 seconds. This is set via ConnectionHandler.KeepAliveInBackground.
+Moved: Instantiation will now call SendInstantiate() earlier to makes sure the event to instantiate is sent (queued) before anything related to the new PhotonViews. This fixes issues when calling an RPC right within Awake() of a new object.
+Added: Check in Instantiate, if the prefab has a PhotonView. Logs error and returns null, if it doesn't have one.
+Removed: Surplus warning logged when the lower-level connection reports a Disconnected state more than once.
+Fixed: When using the 4.x mono runtime in Unity, the Socket.Receive method could get stuck and cause timeouts (in Editor and builds). The LoadBalancingClient now works around this by using the SocketUdpAsync class from our Photon dll in those cases. Please report if there are network-issues with 4.x runtime, mono.
+Changed: Enum DisconnectCause. Replace TimeoutDisconnect with ClientTimeout. Replace DisconnectByServer with ServerTimeout. Replace DisconnectByServerUserLimit with MaxCcuReached.
+Added: Enum DisconnectCause.DisconnectByServerReasonUnknown for the case it's neither a ccu-limit, timeout nor a disconnect by the room's logic.
+Changed: Warning-dialog "AppId not set" is not shown, if the configuration points to a Master Server (Photon OnPremise). When the new server SDK expects an AppId, too, this could be reverted.
+Updated: Cockpit demo scene to expose automaticallySyncLevel and load level form. Updated links to docs.
+Updated: The readme.txt.
+Updated: The Photon3Unity3d.dll to v4.1.2.2, which has a few changes. See release_history.txt.
+
+v2.2 (27th September 2018)
+Added: Assembly Definitions for Unity 2017.3 and up. PUN, Realtime, Chat, the WebSocket folder and some Editor classes are now assemblies and will recompile less frequently.
+Added: Chat Demo. An updated version of the UI from PUN Classic.
+Fixed: PunCockpit integration fixed, scene camera was not set properly. This fixes the black screen over any demo which uses the cockpit.
+Fixed: OnCustomAuthenticationFailed() was not virtual in MonoBehaviourPunCallbacks. Now it is and you can override it.
+Changed: Custom editor for PhotonServerSettings, which hides AppIdVoice and AppIdChat when the APIs are not present in a project.
+Removed: PhotonNetwork.InstantiateInRoomOnly. If you need to instantiate game objects before getting into a room, assign a PhotonView and PhotonView.viewID, when you arrive in a room.
+
+v2.1 (13th September 2018)
+Fixed: PunTurnManager fully ported to the new PUN 2 API.
+Fixed: SlotRacer Player Control was not setup properly when joining late.
+Fixed: Room is now properly cleaned up when unwanted disconnection occurs.
+Fixed: WebGL exports can also use the new serialization protocol v1.8. Clients no longer have to set this manually when mixing WebGL and other exports for cross platform games.
+Fixed: Before calling OnPhotonSerializeView on observed scripts, each PhotonView checks the component's isActiveAndEnabled. This better matches previous logic, where inactive objects are not running.
+Changed: Internals of PhotonNetwork.Instantiate and .Destroy. The process is streamlined and always uses a PrefabPool. The DefaultPool works as before: It loads Resources and actually Destroys them. A custom pool may actually reuse objects and doesn't have to load prefabs from Resources.
+Added: DefaultPool class, which is a simple remake of the previous workflow with prefabs and resources.
+Changed: The LevelPrefix is now a byte value. It was a short, even though PUN always just sent a byte. It's not changed otherwise and pending an overhault to become more usable.
+Changed: AllocateViewId() and AllocateSceneViewId() now have a PhotonView as parameter. This allocates the viewId and applies it right away. Due to that, we no longer need a workaround for "allocated but not yet used" viewIds.
+Removed: PhotonNetwork.ObjectPool value. Use PrefabPool to set a new pool.
+Removed: UnAllocateViewID(). You no longer have to return any viewIDs, not even manually allocated ones.
+Changed: SendInstantiate and ServerCleanInstantiateAndDestroy (called by an object's Destroy) now reuse their Hashtables for the events and the RaiseEventOptions. This reduces GC.
+Changed: Internally, PUN stores which prefabs don't implement IPunInstantiateMagicCallback. This avoids calling GetComponents more than once in best case.
+Changed: The Asteroids demo caches a list of available rooms now.
+
+v2.0.1 (4th September 2018)
+Updated: Asteroids Demo. Fixed room listing, player listing, the ready-button and the countdown for ship instantiation.
+Added: A "teleport" setting to the PhotonRigidbody2DView and PhotonRigidbodyView. With this, you can implement teleporting as done in the Asteroids Demo.
+Changed: When the PhotonServerSettings point to a Master Server, ConnectUsingSettings() will re-set the serialization protocol (SerializationProtocolType) to be compatible with the Photon Server SDK.
+
+v2.0 (7th August 2018)
+Updated: PUN! Cleaned up naming, callbacks, APIs and demos.
+Note: We are redoing the docs online: https://doc.photonengine.com/en-us/pun/v2
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/changelog.txt.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/changelog.txt.meta
new file mode 100644
index 0000000..e35d233
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/changelog.txt.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 612a7d8fb44bb994d90d9c0fa1408703
+labels:
+- ExitGames
+- PUN
+- Photon
+- Networking
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/link.xml b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/link.xml
new file mode 100644
index 0000000..e1cd2c5
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/link.xml
@@ -0,0 +1,14 @@
+<linker>
+ <assembly fullname="mscorlib">
+ <namespace fullname="System.Security.Cryptography" preserve="all"/>
+ </assembly>
+ <assembly fullname="System">
+ <namespace fullname="System.Net.Configuration" preserve="all"/>
+ </assembly>
+ <assembly fullname="System">
+ <namespace fullname="System.ComponentModel" preserve="all"/>
+ </assembly>
+ <assembly fullname="Photon3Unity3d">
+ <namespace fullname="ExitGames.Client.Photon" preserve="all"/>
+ </assembly>
+</linker> \ No newline at end of file
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/link.xml.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/link.xml.meta
new file mode 100644
index 0000000..850d94d
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/link.xml.meta
@@ -0,0 +1,4 @@
+fileFormatVersion: 2
+guid: cecd4a32eba31cd4393c185e20824bfc
+TextScriptImporter:
+ userData:
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/readme.txt b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/readme.txt
new file mode 100644
index 0000000..4f92c97
--- /dev/null
+++ b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/readme.txt
@@ -0,0 +1,76 @@
+
+Photon Unity Networking (PUN)
+ This package includes the Photon Unity Networking Api, the Realtime Api (on which PUN is based) and other optional Photon APIs.
+ Also included: A setup wizard, demo scenes, documentation and Editor extensions.
+
+
+PUN Free versus PUN+
+ The content of the PUN Free and PUN+ packages are identical.
+ We offer a PUN+ package which includes a one-off Photon Cloud Subscription for 100 CCU. See below how this is applied.
+
+
+UnityScript / JavaScript
+ We do not support UnityScript with PUN v2 and up.
+
+
+Help and Documentation
+ Please read the included chm (or pdf).
+ Exit Games Forum: https://forum.photonengine.com/categories/unity-networking-plugin-pun
+ Online documentation: https://doc.photonengine.com/en-us/pun/v2
+ Unity Forum Thread: https://forum.unity3d.com/threads/photon-unity-networking.101734/
+
+
+Integration
+ This package adds an Editor window "PUN Wizard" for connection setup:
+ Menu -> Window -> Photon Unity Networking (shortcut: ALT+P)
+ It also adds a commonly used component "PhotonView" to this menu:
+ Menu -> Component -> Miscellaneous -> PhotonView (shortcut: ALT+V)
+ When imported into a new, empty project, the "PunStartup" script opens the "demo hub" and setup scenes to build.
+
+
+Clean PUN Import (no demos)
+ To get a clean import of PUN, just skip all folders named "Demos".
+ The folder "UtilityScripts" can be useful for rapid prototyping but the components are optional.
+
+
+Server
+ Exit Games Photon can be run on your servers or you can subscribe to the Photon Cloud for managed servers.
+
+ The window "Photon Unity Networking" will help you setup a Photon Cloud account.
+ This service is geared towards room-based games and the server cannot be modified.
+ Read more about it: https://www.photonengine.com
+
+ Alternatively, download the Server SDK and run your own Photon Server.
+ The SDK has the binaries to run immediately but also includes the source code and projects
+ for the game logic. You can use that as basis to modify and extend it.
+ A 100 concurrent user license for the server is provided for free.
+ Read more about it: https://www.photonengine.com/en-us/OnPremise
+
+
+PUN+ Subscriptions
+ Follow these steps when you bought an asset that includes a Photon Cloud subscription:
+ • Sign in and open the Dashboard. https://dashboard.photonengine.com
+ Use an existing Photon Cloud Account or register.
+ • Select the Application/Subscription to upgrade and click "Add Coupon / PUN+".
+ • Enter your Unity Invoice Number.
+
+ • Find the App ID on: https://dashboard.photonengine.com
+ • Find your Unity Invoice Number in the Unity AssetStore:
+ https://www.assetstore.unity3d.com/en/#!/account/transactions
+ Or while logged in to the Asset Store, click on your name on the top right.
+ From the drop-down select the payment method you used in your purchase.
+ Navigate to your purchase and copy the number following the "#" symbol (excluding the "#" and spaces).
+
+
+Important Files
+
+ Documentation
+ PhotonNetwork-Documentation.chm (a pdf is also included)
+ changelog.txt
+
+ The server-setup will be saved as file (can be moved into any Resources folder and edited in inspector)
+ Photon\PhotonUnityNetworking\Resources\PhotonServerSettings.asset
+
+ Demos
+ All demos are in separate folders in Photon\PhotonUnityNetworking\Demos\. Delete this folder in your projects.
+ Each has a Demo<name>-Scene.
diff --git a/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/readme.txt.meta b/Mage/Assets/ThirdParty/Photon/PhotonUnityNetworking/readme.txt.meta
new file mode 100644
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@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: d90864ccbf99d4a449c87472b0a181e8
+labels:
+- ExitGames
+- PUN
+- Photon
+- Networking